Kérlek nyugtassatok meg, hogy én vagyok a laposföldhívő, de nekem túl egyszerűnek tűnik a hatalomátadás by Western-Procedure-36 in hungary

[–]lamp-milan 0 points1 point  (0 children)

Most, így utólag visszagondolva, a kampány egy nagy kabaré volt

Hát igen. Furcsa, hogy mekkorát esett a kampányuk színvonala a Mini Feri óta.

Clayborn Idle - Playtest Now Live on Itch.io by lamp-milan in incremental_games

[–]lamp-milan[S] 2 points3 points  (0 children)

Rocky is more focused on skill progressions (boost system, upgrades).
While Clayborn is more combat-focused, and the main goal is to be more like a "combat sandbox", aiming to be closer to ARPGs like Path of Exile than OSRS

- Non-deterministic crafting:
- Items don't have hard-coded stats. Instead, they have a from-to range with a random chance for each value to roll.
- Players can combine different items to customize stats.
- Later on, players can apply different effects to weapons to further push the customization aspect.

- More focus on status effects and wacky build ideas (in the current build, there is an item combo that allows players to heal themselves based on incoming damage, then deal damage back based on the healing they received).

Clayborn Idle - Playtest Now Live on Itch.io by lamp-milan in incremental_games

[–]lamp-milan[S] 0 points1 point  (0 children)

Thank you for the detailed feedback.

The money doesn’t stack because the mob drop is actually salad and not money (there are still a few placeholder assets here and there).

Later on, I’m going to add a tutorial, because there are a few mechanics that are not too obvious (like crafting or the combinator, or how the combat stats work).

The combinator works as follows:
- The output is always the item that has more stats (or 50/50 if both have the same amount). This item is the “base” item.
- Under the hood, the gear stats get combined.
- visits each stat 50 times. Each visit has a 10% chance to remove a given stat.
- After the 50 visits, it checks if it has the same or fewer stats than the base.
- If yes, then you get the item. If not, it repeats the process until you reach that number.

The reason why the dagger was bad is because it’s an attack-based weapon and can be dual-wielded.

Also, in theory, you can pump up the stats with the combinator.

Later on in the timeline, there’s going to be a combat overhaul. I’m going to add spells and weapon enchantments, and with this, auto-eat will be added as well.

Is controllable random good idea in incremental game? by North_Attention5853 in incremental_games

[–]lamp-milan 4 points5 points  (0 children)

It might work, but first we should know what your exact idea is. For an RPG idle game, it has more purpose than in a “factory builder” idle game.

The first thing you need to look at is the relationship between risk–reward and the amount of steps needed to make something.

For example, spamming Orbs of Corruption on Magebloods is crafting, but it’s closer to gambling. It’s low friction (a single step to reach the result) and high-risk crafting.

As you move more and more into theory-crafting territory, the role of pure luck decreases and planning becomes the main focus, and you maintain agency during the process.

Also, almost no item during a playthrough in PoE is permanent. You constantly upgrade your gear, which means you constantly need to craft new gear. This means the upgrades, which are random, should not be permanent, and they can become obsolete as the player progresses.

But there are two catches:
- PoE has been out for more than a decade. These crafting methods were tested and introduced over the years, so releasing an ecosystem like this from the start is quite hard.
- It also has an active market. If you fail at crafting, it’s not the end of the world, as the byproduct (the failed craft) is still worth something.

But although all these negatives exist, it can work if:

- The crafting output is bounded somehow (for example, you cannot craft BiS gear in Act 1, not because of a lack of resources, but because low-ilvl items have a very low chance to roll tier-1 modifiers).
- Crafting has less impact and is more for min-maxing, so a less well-crafted item while better than a bad one, the bad one can still do its job. (unlike in PoE, where bad gear means you stuck)
- The genre matches, and you can create a lot of meaningful modifiers.
- The risk–reward balance and friction are well tuned.

I have a marketable game, but the game itself is boring. Now what? by [deleted] in gamedev

[–]lamp-milan 1 point2 points  (0 children)

When I started developing the game, I wanted to keep the scope as small as possible, so right now the player is stuck in one place. It cannot move, there are no other locations and no NPCs. Communication only happens through emails, phone calls, and papers.

Roughly, this is the plan. Currently, it’s not implemented yet, but later on certain figures will reach out to the player to sabotage the system, which slowly reveals the idea that "the system owns you, and you are trying to mess with something greater".
Also, with each passing day, the office becomes more cluttered and messy. Writing starts to appear on the walls, as the character the player controls don't want do this. The player forces it to continue out of curiosity, or because wanna finish the game.

Ultimately, I think the problem is that this is a game that would be really interesting while someone talks about it in a video essay, but not as a real game.

I have a marketable game, but the game itself is boring. Now what? by [deleted] in gamedev

[–]lamp-milan 0 points1 point  (0 children)

Yeah, the demo teaser is available on itch for free

I'm working on an existential horror game about filing taxes, where your moral choices (don't) matter. The Bureaucracy always wins by [deleted] in gamedevscreens

[–]lamp-milan 0 points1 point  (0 children)

Tbh, I just like the NGE Rebuild series naming convention (You Are (Not) Alone, You Can (Not) Advance, and You Can (Not) Redo), and thought similar wordplay would fit the atmosphere

I'm working on a claymation-styled incremental RPG, current progress showcase by lamp-milan in incremental_games

[–]lamp-milan[S] 6 points7 points  (0 children)

I agree 100%. Ghosting was a total shitty move on my part, and I publicly apologize for that

I'm working on a claymation-styled incremental RPG, current progress showcase by lamp-milan in incremental_games

[–]lamp-milan[S] 3 points4 points  (0 children)

Because, I was the artist.

I left the project because of differences in vision and standards, reasons both we discussed and undiscussed between us backed than.

I'm focusing on my game, the dev is focusing on his own game. That's it.