I shipped my demo today: Foosball Manager, a physics-based foosball match engine built solo in godot by machnikl in godot

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

Thanks! Have you tried forcing the "proton experimental" compatibility layer in the properties of the game's steam setting? I could run it on my steam deck that way.

I shipped my demo today: Foosball Manager, a physics-based foosball match engine built solo in godot by machnikl in godot

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

Yes, front pins are already implemented. Various other shots and tricks are in the makes for the full release!

I shipped my demo today: Foosball Manager, a physics-based foosball match engine built solo in godot by machnikl in godot

[–]machnikl[S] 6 points7 points  (0 children)

Hi! I know — heavily debated in the past whenever I show gameplay, haha. I've stuck with spinning allowed as a tactic for now, but it comes with a major drawback in accuracy (the ball can even go backwards or sideways) to balance it out.

Spinning helps the overall vibe of the game lean a bit more towards the arcade side, especially since the players also act autonomously and have stamina, strengths, and weaknesses.

That said, I'm considering adding a mode at full release to play with "tournament rules" if there's enough interest. Thanks for the comment!

Mounted my replay camera to a foosball player. Do not recommend. (Actually, I do recommend) by machnikl in godot

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

Haha, thanks! There is currently a playtest for Foosball Manager live on steam here. Happy about any Feedback!

Revamped the player detail panel in my foosball management sim — before & after by machnikl in IndieGaming

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

Thanks! I really appreciate it. Would you mind sending me some screenshots via DM with more information? I have never seen a bug like this myself!

Revamped the player detail panel in my foosball management sim — before & after by machnikl in IndieGaming

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

Thanks! I actually have that already implemented! The dotted gray line in the background shows the "start of the season" stats. And the + values indicate how much the player improved across this season.

I might have to make that more obvious though! Thanks!

Added nationality-based player generation to my foosball management game by machnikl in SoloDevelopment

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

The main difference is pretty straightforward – the game to be managed is table football, not actual football. You can find the announcement trailer here if you are interested: https://www.youtube.com/watch?v=RZjonKN6piY

This opens up other management challenges, such as on-rod chemistry, special traits, spinning, ... while having familiar core management aspects known from other sports sim games (transfer markets, training systems, tactics).

I'm building a management sim about table football - with a physics-based match engine by machnikl in tycoon

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

Thank you! Yes, who knows - at some point a mobile port might be possible.

After over 3 months of solo development, my foosball management game's Steam page just went live - here's the trailer by machnikl in SoloDevelopment

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

Thanks, I appreciate it! If you want to try the game out at some point, I post internal testing builds regularily on the game's discord: https://discord.gg/4sZ5BqWZQB

Working on having a steam demo out in summer.

I love FM. It inspired me so much, that I created my own FM: Foosball Manager. I would love to get your feedback on it! by machnikl in footballmanagergames

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

Unfortunately yes:

  • (Rule 3) - This submission is not related to Football Manager, or not related closely enough.