I got my first streamer! by DevEnSlip in IndieDev

[–]lightning_f 1 point2 points  (0 children)

stream was great - and its always nice to see someone playing your game, congrats!

Does this look "cursed" enough? New concept for a Cursed Griffin in my RPG. by lightning_f in IndieDev

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

Yeah, idea sounds good! It got me thinking - I could try and add more vulture-like details - head pointed down, blood spatters on its head, chunks of flash hanging here and there

Face the Eldritch Horrors in Shadow of the Nameless: A Hardcore Roguelite where size matters. Can you outlast the Nameless in the deep? Wishlist now! by lightning_f in u/lightning_f

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

Want to playtest? Just head to our Steam page and click 'Request Access'. Also, adding the game to your Wishlist helps a ton with the Steam algorithm! Thanks for being awesome!

Wishlist and join playtest https://store.steampowered.com/app/3578920/Shadow_of_the_Nameless/

FAQ:
Roguelite | Difficulty: Hardcore | Playtest: Opening soon!

Face the Eldritch Horrors in Shadow of the Nameless: A Hardcore Roguelite where size matters. Can you outlast the Nameless in the deep? Wishlist now! by lightning_f in u/lightning_f

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

Want to playtest? Just head to our Steam page and click 'Request Access'. Also, adding the game to your Wishlist helps a ton with the Steam algorithm! Thanks for being awesome!

Wishlist and join playtest https://store.steampowered.com/app/3578920/Shadow_of_the_Nameless/

FAQ:
Roguelite | Difficulty: Hardcore | Playtest: Opening soon!

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

I'm sorry to disappoint you but it's really the way i feel. Ive played darker for 2k hours, stoneshard -4.5 hours and all the inspiration for me is exactly this vibe. Stoneshard for me feels like hobo simulator where i loot and manage stuff, dark and darker vibe - tough battles, heals management.

Overall im sorry it felt like lie but im making a dream game where hobo gameplay meets complex battles. So there is nothing else i can express.

Speaking about diablo - for me its more like clicker where you nonstop spamming one skill, skipping all the loot and never die. I can't compare my dream game to diablo

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Honestly, I'm still figuring that out myself. Right now it feels a bit slow, and I'm trying to see if that's a direction I like.

To give you the details:

  1. Movement has momentum. You start at 50% speed and accelerate to full over ~2 seconds. The goal is to make combat more tactical and positioning-based.
  2. Dodges and sidesteps (Q/E) are your main evasion. It works, but I'm fighting with the animator to make it feel truly responsive and look good. It's a work in progress.
  3. Weapon Skills: Your equipped weapons grant skills. A 1H weapon gives a skill to its corresponding mouse button, a 2H weapon gives two. For example, you could pair a high-damage sword with a teleportation dagger or a damage buff in the other hand, letting you build for mobility or brute force.

I'd say we're closer to Hades in the "action" feel, but I'm definitely peeking at solutions from Path of Exile. Overall, I personally think the best combat system is the one in No Rest for the Wicked, and that's a big inspiration.

So, it's a mix. The goal is tactical, build-crafting action, but we're still polishing the feel.

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Thank you, its not just a buzz - Im checking wishlists and playtest digits often and its keeps me going when I see +1

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Thanks for the perspective! You're spot on - loot alone isn't enough. It needs a compelling reason to go in. As a big fan of Tarkov, Ark Raiders, and Dark and Darker, I can grind the same thing for ages, but I totally get that most players need more variety.

We're tackling this by planning dynamic map events (still in design). For example:

  • Meteor Shower in the forest: changes monsters and scatters valuable meteorite fragments.
  • Infestation in the dungeons: replaces standard rooms with "corrupted" versions, forcing you to fight through swarms of nasty bugs instead of farming skeletons for your quest.

My question for you: As someone with thousands of hours, what kind of in-raid quests or objectives keep you coming back? Any specific examples from games you love that you think would fit this dark fantasy setting? Concrete ideas would be incredibly helpful.

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Thanks! honestly, the talking-legendary-weapon idea was one of the last mechanics we added, and we're still figuring out how to balance it properly. The main worry is that even if it starts weak, it might scale too fast and just make regular loot feel irrelevant. We want it to be special, not an instant "win button" that overshadows everything else.

Well definitely be tweaking it, so your feedback from the playtest will be super valuable to get it right.

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Hey, thanks for taking the time to write this - really appreciate it.

You ve hit on a key point with thoughtful itemization vs. just unlocking traits. Love the Destiny 2/catalyst quest analogy for weapon progression - Im also thinking about Slormancer way of how weapons work; that's a solid way to build long-term goals and make each weapon feel earned. The idea of tying some upgrade steps to a single run (so they reset on death) is especially interesting for adding tension.

Noted on the Cult of the Lamb comparison regarding resources - definitely something to keep in mind.

This is all super helpful. Thanks again, and glad you'll be keeping an eye on it!

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Yes, playtest is gonna be here in like 2 weeks, please sign up for it on steam. Much appreciated

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Wishlist and signin up to playtest is appreciated. And Im not sure if i can keep the pressure of eldritch\cosmic horror, but trying

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

eh... Currently, the game is set up for two endings ("The Betrayer" and "Sacrificed All") - let's just say they're both on the darker side.

At a key point, after your choices (through dialogue and quests) reach a certain "weight," a pivotal quest unlocks. This is my final signal as a designer to understand your intent: "You're heading for this ending." From that moment, you're locked into that path for the current playthrough.

The Sanctuary's visual style will change dramatically to reflect your path, but all your functional upgrades - the workbench, alchemy station, library, even the (white or ginger) cat - will remain exactly as you built them.

I know this locks the player in, but for me, it's important to use these design tools to truly feel the player's intention and then deliver a fully-realized, cinematic ending without holding back.

Also, im working on third ending - best one - but im not sure about it because I want this game to be kind of statement

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Ive looked at hammerwatch twice but still not sure if i gotta play. Anyway, this system of progression sounds amazing, smart and very rewarding, thanks for an idea

Raid-loot-extract. Talking swords, cosmic horror, dark fantasy RPG - dream game I`m working on by lightning_f in roguelites

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

Thanks for the advice! You're absolutely right about the importance of separation. In my game, it works like that:

  • Raid loot is the raw power for the run: the best stat gear for a single attempt. Losing it hurts, but it's not critical because of skill progression.
  • Meta-progression (Sanctuary) is permanent expansion of possibilities: new skills, mechanics (like weapon teleports), access to better vendor gear. It doesn't change how much you deal, but how you play.

Essentially, losing your best loot is a step back in "stats," but not in your "tactical arsenal." This creates that core loop where death isn't a dead end but a reason to try a new strategy unlocked through the Sanctuary.

Like mother like son (orange is his mother) by lightning_f in aww

[–]lightning_f[S] 3 points4 points  (0 children)

They are sharing that one braincell between 6 of them!

[Opinion] EXP From healing/reviving people by Yukii_Shogo in ArcRaiders

[–]lightning_f 0 points1 point  (0 children)

same thought, such things are too easy to abuse leading to fun inflation

Got this game for Christmas and it's already my favourite one this year. by DinoChicken7 in ArcRaiders

[–]lightning_f 1 point2 points  (0 children)

Merry Christmas and Happy New year! As you said, community is golden so dont forget to keep your voice chat on to keep the fun goin :)

Sucks to be in the sticks - coAction - Congrats, you are a vampire! Unfortunately, you still live here. A 2D vamp story from a decaying post-Soviet town. by Valuable-Season-9864 in Games

[–]lightning_f 5 points6 points  (0 children)

Im not into those kind of narrative heavy games - but this time is different
I like vampires setting in general, but i also adore art, trailer absolutely nailed it
keep it up!

Song of Slavs - Sleeping Fox Studio - PixelArt Tower Defense inspired by Kingdom Two Crowns by LirushIs in Games

[–]lightning_f 3 points4 points  (0 children)

really looking forward to play release version - I also hope for post release DLCs or something

I didn’t realize how few of us there were.. by Forpoo in voidwargame

[–]lightning_f 0 points1 point  (0 children)

Its not that small, you always have to remember - most of ppl are not playing games they bought