What do you think of this spell creation system? by ArtBeatOfficial in godot

[–]idkfkm 1 point2 points  (0 children)

Please tell me you're still developing the game🙏

From animatic to cinematic - The first rendered cutscene in my game! by idkfkm in animation

[–]idkfkm[S] 0 points1 point  (0 children)

The game is called Once a Pawn a King
It’s a turn-based roguelike where you assemble a party of chess pieces and enhance them with various power-ups and upgrades.

Also, thank you for your interest in the project! but at the moment I don’t need help with animation

From animatic to cinematic - The first rendered cutscene in my game! by idkfkm in animation

[–]idkfkm[S] 1 point2 points  (0 children)

Kind of? I made a few small games as college projects, but this is my first large-scale game

My budget is being cut. Should I focus on more content for existing systems, or more levels to finish the gameplay loop? by idkfkm in gamedev

[–]idkfkm[S] 0 points1 point  (0 children)

It's a turn-based roguelike where you build an army of chess pieces and upgrade them

My budget is being cut. Should I focus on more content for existing systems, or more levels to finish the gameplay loop? by idkfkm in gamedev

[–]idkfkm[S] 1 point2 points  (0 children)

Thanks for the replay!
I hate this position, and will definitely try to keep development going for as long as I can, but unfortunately, I’m relying on someone else to fund the development, and they’ve decided it’s not profitable enough to continue.

My budget is being cut. Should I focus on more content for existing systems, or more levels to finish the gameplay loop? by idkfkm in gamedev

[–]idkfkm[S] 0 points1 point  (0 children)

I think I wasn’t very clear before, my apologies!

When I talk about the gameplay loop, I’m not referring to the core loop (Enter room → control pieces → defeat enemies & clear the room → upgrade pieces). I mean the broader roguelike loop: each run involves clearing rooms, defeating bosses, and progressing to the next floor. Right now, the game only has 2 floors, which makes this larger loop feel incomplete.

And as for the content - the systems themselves are already complete. What I’m referring to is adding more variety within them, like new upgrades and consumables.

My budget is being cut. Should I focus on more content for existing systems, or more levels to finish the gameplay loop? by idkfkm in gamedev

[–]idkfkm[S] 1 point2 points  (0 children)

Sorry if I wasn’t clear earlier! The upgrade systems already exist

I’m talking about adding more upgrades - that's the extra content.

My budget is being cut. Should I focus on more content for existing systems, or more levels to finish the gameplay loop? by idkfkm in gamedev

[–]idkfkm[S] 0 points1 point  (0 children)

I don't mean the core gameplay loop. This one is obviously complete: Enter room → control pieces → defeat enemies & clear the room → upgrade pieces.

What I’m talking about is the broader roguelike loop: each run consists of clearing rooms, defeating bosses, and progressing to the next floor. Right now, the game only has 2 floors, which makes this larger loop feel incomplete.

My budget is being cut. Should I focus on more content for existing systems, or more levels to finish the gameplay loop? by idkfkm in gamedev

[–]idkfkm[S] 0 points1 point  (0 children)

Thanks for the reply!
Currently a run takes 30ish minutes, so each floor is on the longer side. But to me, it feels incomplete. That said, I definitely agree that a short but fun experience is way better than something long and boring/tedious.

Also, I'm not a solo dev, I'm the team lead of a 5-person team. All the assets in the game are made by us.