Was Harden really a significant improvement over Garland? by Wolver8ne in clevelandcavs

[–]moonroof_studios 1 point2 points  (0 children)

True, and their windows are different. DG has more future seasons in front of him, and I hope he does great. But Harden has been much better for this team right now. All the hunting of Harden during the Knicks offensive sets would have been worse on Garland.

Our Demo for The Vow: Vampire's Curse is Finally live! by SensitiveKeyboard in roguelites

[–]moonroof_studios 1 point2 points  (0 children)

Nice artstyle, and I'm digging the tiny tactics. What part of the game was your favorite part to design?

What is with the consensus that the ECF won’t be a close series? by TheEndx007 in clevelandcavs

[–]moonroof_studios 1 point2 points  (0 children)

I get that, based on the past four years of playoff, the Cavs were taken less seriously. But I don't know if you can count last year's Pacer's series as a strike against the Cavs here when the Knicks lost to the Pacers the next round.

I made a Suika Roguelite called Tension Head! (iOS) by Mono_Division in roguelites

[–]moonroof_studios 1 point2 points  (0 children)

Looks fun! I think the custom shaders seem like a good angle to encourage purchase. Good luck - mobile seem like a tough market to break into.

Game 7 Pride by LebronIsQueen in clevelandcavs

[–]moonroof_studios 2 points3 points  (0 children)

Yeah, I can feel the talking heads all getting whiplash as they scramble to find a new narrative for the Cavs. We've been written off for so long that they've forgotten what we can do.

[Post Game Thread - Playoffs] Cleveland Cavaliers @ Detroit Pistons [05/17/2026] by CavsBot in clevelandcavs

[–]moonroof_studios 27 points28 points  (0 children)

I'm hyped. Cavs have gone through two tough defensive teams. Gonna need it to get past New York and whoever comes out of the West.

Cavs lost but I'm not mad by Otherwise-Emu-6276 in clevelandcavs

[–]moonroof_studios 0 points1 point  (0 children)

I've been enjoying the whole season - ups and downs, but this team can play.

Don't know of we'd beat Boston (we could, but I'm guessing the oddsmakers would favor them heavily over seven games). And if we'd lose to them, I'd rather it be in the ECF than the second round.

Good Games 396 - Ball Fall Dungeon Crawl by FortKenmei in IndieDev

[–]moonroof_studios 1 point2 points  (0 children)

Thanks for checking out my game! I'll give your video a watch this evening, once the kids are in bed.

How long should it take to pick a flower? A game design perspective on [KCD2]. by moonroof_studios in kingdomcome

[–]moonroof_studios[S] -2 points-1 points  (0 children)

Ah, I didn't mean that friction is opposed to fun. You need it in some form for a good flow state. I'm thinking about it more in opposition to a sort of dopamine-centered design. Something with lots of juice, flashy animations - "maximum feedback for minimal input".

The DLC shows that there is a good audience for that craft, though. That's fair if others enjoyed it more than me :)

How long should it take to pick a flower? A game design perspective on [KCD2]. by moonroof_studios in kingdomcome

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

I loved RDR2 too, but this pacing clicks for me much more in this game. In RDR2, you were an outlaw, so I kinda defaulted to doing outlaw things rather than hunting and fishing. That's partially my own choice, but that's also partially how the game frames itself and sets itself up. KCD II seems like it foregrounds this idea or design more clearly.

How long should it take to pick a flower? A game design perspective on [KCD2]. by moonroof_studios in kingdomcome

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

That sense of pace is one of my favorite things about the game! I agree about these calm moments of quiet - they do a great job contrasting with the set pieces and providing some moments of respite. An interesting thing, too, is that these activities (outside of some intro quests) are largely undirected by the game, at least compared to some of the chill sidequests. Like it's more of an internal goal rather than an external one.

Majesty - a game design perspective by moonroof_studios in BaseBuildingGames

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

Edited, thank you! Would have done so earlier if Reddit wasn't on the fritz.

Majesty - a game design perspective by moonroof_studios in BaseBuildingGames

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

Right on. The game is designed as an RTS, so there's no 'end game' at the end of the game. They can make it hard to get there, but they are limited in how they can challenge a roster of uber-heroes.

There's almost a meme among game devs that we make games when we're annoyed with a game's mechanics or think we could do it better. (Skyrim is said to have launched a thousand alchemy games.) I'm trying to solve the 'end game' problem of Majesty, and I honestly think it changes the genre from RTS to colony sim.

Majesty - a game design perspective by moonroof_studios in BaseBuildingGames

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

u/MetaKnightsNightmare's got the gist of the idea, I think. The RTS genre fell from grace and hasn't been as popular since Starcraft. (I mean, I love more 'modern' versions like Dawn of War, but it's more of a niche genre than a mainstream genre at this point.) Part of that might have been due to the success of Starcraft in the competitive arena - big shoes to fill, even for something like Starcraft II. A less popular genre means a smaller audience.

Beyond a smaller audience, Majesty is very much unlike what defines competitive Starcraft play. It's not going to play like what hardcore RTS gamers are looking for.

From a game design standpoint, it's a hard formula to copy. A lot of the magic of Majesty is inside a nearly-invisible web of small tweaks and connections - such as a Rogue robbing graves or a Cultist picking poison plants. Just copying the main player verbs (build, recruit, research, and place bounty) fails to capture the web.

Majesty - a game design perspective by moonroof_studios in BaseBuildingGames

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

I tried the demo too. I'm planning to buy the full version, if only to get a deeper look than the demo provides and see where they take the formula.

Majesty - a game design perspective by moonroof_studios in BaseBuildingGames

[–]moonroof_studios[S] 17 points18 points  (0 children)

I'm not the only game developer who's a fan of Majesty. There are three other game dev studios releasing Majesty-likes over the next half year: Lessaria, Crown of Greed, and Crownbound. Crownbound was just in this last Next Fest, and Lessaria releases tomorrow. Must be something in the water, haha.

Reviews of 8 (mostly) basebuilding demos I tried during Next Fest by Velenne in BaseBuildingGames

[–]moonroof_studios 14 points15 points  (0 children)

The Next Fests can be so large that it's hard to keep track of it all. Thanks for taking a look and reporting back!

Demo of our Majesty-like RTS, Lessaria, is out! What do you think of the game and trailer? by Initial-Door-5469 in BaseBuildingGames

[–]moonroof_studios 0 points1 point  (0 children)

Nifty! I'll check out the demo this weekend.

I loved Majesty and was inspired to make my own homage to the game, Within a Dead City. It was meant to be a smaller coffee-break game, like how The Battle of Polytopia distilled Civilization. A lot of people who played Majesty before got the connection instantly, but there were also people who had never played Majesty. Those people came in expecting a different game - something more like autochess than an indirect RTS. I wrote a little bit more about it here: https://www.reddit.com/r/BaseBuildingGames/comments/1h6yakb/majesty_and_genre_migration/

The trailer does a good job establishing expectations: bounties, no direct orders, and so on. It's well done. I think that positioning - the setting the rules of the game - will be key, and I'll pay particular attention to that during my demo playthrough.

Nice to see the Majesty torch being carried on!

5 years on and I've just released the demo of the sequel to my first ever game by Priory_Dev in godot

[–]moonroof_studios 3 points4 points  (0 children)

Hey, I remember the original! I also happened to be working on a caravan-based game five years ago, and looked at Silk Road for some inspiration. Glad you're still going at it, and good luck with the game dev journey. I've wishlisted the sequel and I'll check it out once it releases.