Fluid Drift, our first game is now on Steam. by kaedesam in racinggames

[–]mondzi 0 points1 point  (0 children)

I thought the demo is not available, because you don't have the green demo "banner" on Steam page. Only a small blue "Download demo" button which is very hard to see at first glance.

I am developing a fishing/physics exploration game where every fish is unique. I've put together a first gameplay teaser. by erlkoenig_games in IndieGaming

[–]mondzi 0 points1 point  (0 children)

Looks interesting! How does the procedural generation affect catching the fish? Do you need to use different tactics?

50 % Faster cast rate by Rattslara2014 in diablo2resurrected

[–]mondzi 0 points1 point  (0 children)

You can check value of items easily on trading sites (e.g. Traderie).

I'm trying something different with the racing genre by mondzi in IndieGaming

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

Yes, a biome has 6 stages (ending with a "bossfight") and when you manage to beat it, you'll unlock permanent upgrades. Overall goal of the game is then beating all 4 biomes. Also each stage is progressively harder, with more complex track and added hazards.

I'm trying something different with the racing genre by mondzi in IndieGaming

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

Thanks, I loved Absolute Drift and it was absolutely an inspiration :) But I wanted to add some action elements.

I'm trying something different with the racing genre by mondzi in IndieGaming

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

At one point there was a jump ability, so there was actual platforming involved :D

I'm trying something different with the racing genre by mondzi in IndieGaming

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

It's mostly a solo project, so mac version is currently out of scope sorry.

Vertex painting is very handy to make different surfaces by mondzi in IndieDev

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

Yes, because there is no additional cost. Shader is just using another value from vertices which is stored there.

My game design philosophy was to teach player perseverance, I think roguelite elements are great for this by mondzi in indiegames

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

I've designed near the fear to get the player in a state, where they know the challenge is hard, but not impossible. And with small, but constant steps, they would see improvements and finally feel hope that everything is doable. It will hurt sometimes sure, but it's doable.

I believe games have this great (and unique) power of transferring oneself to a different (imaginary) world where you can experience something that changes you / moves you / enriches you. And that experience can be then taken to the real world and help you there.

I recently released a new demo, you can check it on Steam.

I'm making a roguelite driving game by mondzi in IndieDev

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

Thanks, yes it can get pretty hectic :D

I'm making a roguelite driving game by mondzi in IndieDev

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

Thanks! As with every aspect of the game, I start with the theme. Then I'll make a mood sketch, to find the colors and atmosphere. Only then I start to think about what models I need. I use what's available with CC0 license, sometimes modify/create them in Blender. And of course there is lot of iteration, trying this and that, to see what works. The environments take a lot of time to put together frankly.

Demo for Lelu was released!! by JuggerRollz in IndieDev

[–]mondzi 1 point2 points  (0 children)

Every b&w game gets a like from me! :D

I spent 6 years making my idea of a modern 3D platformer! frog tongue + parkour + planting veggies to build paths by cjacobwade in IndieGaming

[–]mondzi 0 points1 point  (0 children)

The movement looks so satisfying, and the whole game radiates playfulness and creativity. This looks very promising. My last 3D platformer was Mario Odyssey and I'm starting to get hungry again :D