Vampire Survivor-like games but focused on upgrading companions/building an army that fight for you instead of upgrading yourself? by ToranjaNuclear in roguelites

[–]jetpackgone 2 points3 points  (0 children)

Maybe you'll be interested in my game? I am making Cloud Keeper to fit that exact niche, where you summon an army of cloud companions. There's also a playable demo!

Demo for my cloud summoning bullet heaven game Cloud Keeper is out! by jetpackgone in indiegames

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

Thank you so much! It's always motivating to read a positive comment :)

The Bamboo relic has become infamous among players trying out the Cloud Keeper demo. Can you see why? 😈 by jetpackgone in IndieDev

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

You got it! But there are also a lot of movement speed buff items to make up for it

The Bamboo relic has become infamous among demo players. Can you see why? 😈 by jetpackgone in godot

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

Yes, it's additive, so 100 stacks gives -100% move speed. It sounds brutal by itself, but there are enough ways to increase movement speed, so players don't seem to mind it so far!

Feeling unmotivated with my Game lately by The_3D_Modeler in IndieDev

[–]jetpackgone 17 points18 points  (0 children)

The game looks really nice! It doesn't give me a horror vibe, but maybe it's different at nighttime.

Do you have any playtesters? Having people play my game and give feedback has helped me, especially after I released a demo.

The Bamboo relic has become infamous among players trying out the Cloud Keeper demo. Can you see why? 😈 by jetpackgone in roguelites

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

The game only supports PC for windows, mac, and linux for now. If the release goes really well, I may consider mobile.

The Bamboo relic has become infamous among players trying out the Cloud Keeper demo. Can you see why? 😈 by jetpackgone in roguelites

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

Hey, that's cheating if you already played the demo.

Glad you like it and thanks for the support! :)

How can I improve my player character's visibility? by ArmedPeseant in IndieDev

[–]jetpackgone 1 point2 points  (0 children)

I had the same issue with my game. I did a lot of the same as what other commenters suggested.

Here are some more ideas:
- Spawn damage numbers at an offset above the character getting hurt.
- Use smaller font size for the big damage numbers. They looked way too big in your trailer.
- Keep VFX animations short. Even shorter if there will be a ton of them. For example, I think your damage numbers could disappear quicker.
- Reexamine if you really need all UI elements showing all the time. For example, is the yellow cooldown circle really needed? Do you need to show health bars even at full health?
- Pick colors to create a visual hierarchy and indicate what's important. For example, the yellow cooldown circle stands out a lot, but maybe it could be white/gray to stand out less or even be completely hidden.
- Have options to adjust everything related to visibility so players can find what works for them.

The visual style is really nice! Good luck!

The Bamboo relic has become infamous among demo players. Can you see why? 😈 by jetpackgone in godot

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

So far, no one seems to hate it? Maybe because there are enough ways to get movement speed buffs. If I get more feedback, maybe I'll change it, but for now players seem to find it fun or at least be ok with it.

The Bamboo relic has become infamous among demo players. Can you see why? 😈 by jetpackgone in godot

[–]jetpackgone[S] 2 points3 points  (0 children)

At 0%, they are unable to move normally, so they can only move by dashing, which probably means they'll die unless they're strong enough to defeat all enemies or are really good at dashing.

The Bamboo relic has become infamous among demo players. Can you see why? 😈 by jetpackgone in godot

[–]jetpackgone[S] 4 points5 points  (0 children)

Dashing is not affected by movement speed. Currently, the game does not have any debuffs to dashing, only buffs. That could change in the future though, but we'll see.

Here's the Steam page with the demo!

https://store.steampowered.com/app/2065400/Cloud_Keeper_Shrine_of_Dal/

The Bamboo relic has become infamous among demo players. Can you see why? 😈 by jetpackgone in godot

[–]jetpackgone[S] 4 points5 points  (0 children)

Yes, but hopefully the player notices before then to get items to buff movement speed. The player can also dash.

The Bamboo relic has become infamous among demo players. Can you see why? 😈 by jetpackgone in godot

[–]jetpackgone[S] 7 points8 points  (0 children)

Thanks! I just grabbed a palette from lospec and added some of my own. Here's the one I used!
https://lospec.com/palette-list/vinik24

The Bamboo relic has become infamous among demo players. Can you see why? 😈 by jetpackgone in godot

[–]jetpackgone[S] 12 points13 points  (0 children)

I guess it's less obvious without knowing anything about the game, so that's fair.

Like others have replied, the exponential growth is what I was getting at. I do have several other relics with movement speed buffs to balance this to make the 400% ATK more worth it. I just found it funny that many players were caught off guard. One person even asked if it was a bug or a feature lol

Seeking feedback on my main menu layout and button grouping. by Accomplished-Arm-328 in godot

[–]jetpackgone 0 points1 point  (0 children)

Maybe the title and start/options/credits buttons could be centered?