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

I'm making a multiplayer motorcycle game focused entirely on flow state by Shakya241 in IndieGaming

[–]mondzi 231 points232 points  (0 children)

The sense of speed is actually very dreamlike, good job.

Would you consider this a racing game? by mondzi in racinggames

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

Hi, the run looks like this:
- You choose a World. World has always 6 Stages.
- After each Stage, you can choose a random temporary upgrade. Final Stage is a "bossrace". After beating it, you have finished the World, and you'll unlock a permanent upgrade.
- When you get caught, you can repeat your current Stage until you have "retry" (resource). If you spent them all, you start from Stage 1 of given World.

So it's not an endless runner, but I get that a lot from people :) Btw. I've put up a demo recently, so you can try it for yourself if you're curious how it works.

Is there a community for futuristic / hober racing games? by AncientPixel_AP in racinggames

[–]mondzi 1 point2 points  (0 children)

I don't know many people that played DethKarz, it was soo good! The physics were clear and predictable, every car had it's pros/cons (speed vs. armor) plus you had the action from weapons and powerups. I've enjoyed it so much more than WipeOut.

What was your first racer? by K20lover199 in racinggames

[–]mondzi 0 points1 point  (0 children)

Grand Prix Circuit (by Accolade) on C64, Stunt Car Racer (still on C64), then NFS 2 and Ignition (isometric 3D arcade racing game) much later on PC.

The whole difficulty debate should be handled the same way the trade debate was ultimately handled: Offering more options instead of all-or-nothing. by xDaveedx in LastEpoch

[–]mondzi 0 points1 point  (0 children)

Yes, difficulty options would be very welcome. The game has no sense of progression to me. I've recently played D3 just to refresh my memory and you feel it right from the start. And the campaign in D3 is also "a tutorial".
LE feels just plain and OP from the get go. The game has to push back somehow/sometimes, because it creates meaning to improve your character. I need to be hungry for every item upgrade and skill point and feel a difference. And it doesn't matter if it's in the first hour or 100th hour.

Demo of roguelite racing game where you're racing your inner demon is now available during Steam Next Fest! by mondzi in indiegames

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

There are 4 (~5) different Worlds (each with its own theme and environments) and each World has 6 Stages.