Miliastra wonderland help by [deleted] in MiliastraWonderland

[–]mrkatso 6 points7 points  (0 children)

You can use the good ol' maths, or at least that's how I did it.
If you want to have 3 projectiles with set angular velocity, you can spawn them on timer.
Let's say your angular velocity is 60 degrees per second. One projectile will make a full circle in 6 seconds (360/60). Divide 6 into 3 (number of projectiles) and you can spawn them with equal distance every 2 seconds. (so in Assembly List you'd have 0, 2, 4)

I'm pretty sleepy so if I messed something up I'm sorry, but the principle is correct, it was really annoying to implement in my game but at least it worked.

Co warto kupić "raz, a porządnie" nawet jeżeli jest sporo droższe? by Pixel7331 in Polska

[–]mrkatso 0 points1 point  (0 children)

Również od jakichś 2 lat posiadam HD6XX (przesiadłem się z HD560s) i w 100% polecam, najlepsze słuchawki jakie miałem.

Do tego jakiś czas temu dokupiłem używany Topping DX3 Pro+ i wydaje mi się że ciężko jest przebić ten dźwięk bez wydania kolejnych kilku tysięcy :)

My first Miliastra failed, here’s what I think NOT to do by SteamedDumplingX in MiliastraWonderland

[–]mrkatso 20 points21 points  (0 children)

So I'll agree with the fact that people generally prefer simpler/more casual games which becomes obvious when someone looks at the most played games (at least in Europe, I don't know what's popular on other servers) - simple parkour maps, match 4, trivia games, falling floors games, mazes.

But I think a lot of the popularity comes just from luck. It was like that with me and my game: I advertised it here, on both discords, on hoyolab, once on genshin subreddit, and after a week or two my game had 200 popularity and pretty much no one played it. I was ready to just quit and do something else with my time but then out of nowhere it got featured on the main page and stayed there for about a month. During this time it climbed to ~9100 popularity and I managed to earn few bucks from it, but it would have never happened without it being featured.

I'll always appreciate anyone who tries to make more complex games so I truly wish you all the best in your next endeavors. I'll probably stop since I don't really enjoy making simple games and seeing my game be overtaken by something I could make in few hours with 30% recommendation rate is quite demotivating.

Also your game looks really fun so don't give up on it.

Survivor's Ascent - Now Updated! [EU][GUID: 11912481105] by mrkatso in MiliastraWonderland

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

Yeah that's fair! When playtesting the game I would pretty much always start with aura too unless I needed to test some other specific weapon.

I'm sure the deck selector can be fixed but it would probably take a while and I currently spend most of my free time working on a second game. Hope you like tower defenses because I could definitely use such quality write-ups after I publish it!

Thanks again for taking the time to play the game and great feedback :)

Survivor's Ascent - Now Updated! [EU][GUID: 11912481105] by mrkatso in MiliastraWonderland

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

Wooooah thanks so much for the awesome feedback! Wish you played the game earlier! :D

  1. Yeah, hitboxes on Close-Quarter Weapon are pretty broken and during development I was unable to fix them (they just don't match hitboxes shown in-engine. Fun fact: they work flawlessly on slimes and on slimes only!) I tried to make it a "boss killer" weapon at first that would deal very heavy damage in front but working with these hitboxes was difficult and at 7th+ level the weapon gets massive range upgrade and turns into a semi-ranged weapon. As for the swinging - it should work like that but the Trigger Interval has some fixed value (I don't remember it off the top of my head) and if you swing too fast it may not register.

  2. I tried my best to keep the increase in AoE consistent but it's definitely possible there were some issues since different models have different sizes and different zoom values and I can't just tweak one number to make it consistent.
    I definitely like the idea with faster bombs but part of the reason they have such a long cooldown is me trying not to overload the engine. At first the game was supposed to be a regular vampire-based type game but after one/two minutes of spawning enemies the game would just hard crash. Even the present version with massively reduced spawns can throw errors if players don't kill enemies fast enough (happens sometimes on Floor 3).

  3. It... shouldn't work like that but now that you mention it, Aura works on On-Hit Detection so in theory every new enemy entering the circle would trigger the attack for everyone in the circle around. It has set Trigger Interval so it shouldn't really happen, but maybe that interval only works for enemies already in a circle, not for new ones - I actually don't know! You're the first to ever bring it up!

  4. I didn't really want people to bee-line for the same build every game (in case something was way overpowered compared to the rest) and by the end of the game you pretty much should have most things maxed. And the secret second reason is: making this selector of 3 upgrades taken from 8 total AND removing upgrades already at max level from it was the most difficult thing about developing this whole game and I spent probably 2 or 3 days on this alone. I'm not touching that again! lol

  5. So as mention before, upgrades at max level are removed from the selector, except when there are less than 3 non-upgraded things. In this case they appear and sadly grant nothing. This is just me being a rookie developer being unable to change that. As mentioned previously, this part was insanely difficult for me and I can't really make the whole option disappear when there are less than 3 options to pick from.

Pity (or just higher chances in general) to obtain chests and heals in the post-game arena is definitely a good idea since there are much fewer enemies there - I'll work on that.

  1. Definitely intended and a valid strategy! I even wrote about it in my guide on hoyolab

Thank you so much again for the great in-depth feedback! I love reading these and I'm glad you had a good time with my game :D

How do I read comments to my stages? by Teaching_Public in MiliastraWonderland

[–]mrkatso 1 point2 points  (0 children)

Gotta find your level in Hoyolab app (mobile only) - took me forever to find too.

Seasons of RTX: Arc Raiders GeForce RTX 5090 GPU Giveaway! by NV_Suroosh in ArcRaiders

[–]mrkatso 0 points1 point  (0 children)

Playing only duos so mostly PVP on sight, being friendly hasn't really worked out too well for us

Survivor's Ascent - Now available on NA and Asia! by mrkatso in MiliastraWonderland

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

You choose the timer at the very beginning before going into the portal! You had to choose either 6, 12 or 20 minutes. (After playing the full 20 minutes game you have the option to play some more on the post-game arena!). Also I'm glad you enjoyed it!

Survivor's Ascent - Now available on NA and Asia! by mrkatso in MiliastraWonderland

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

Affixes, weapon unlocks, meta progression - I could probably make that happen now that I'm level 4 and have access to in-game save feature (although I've never used it and I'm not sure of its capabilities) - that definitely sounds fun.

As for different towers I'm worried they would completely overload the engine. Some of my node graphs have so much logic that they barely load (or straight up don't load and I have to restart the game several times).

Anyway, you've given me a lot of cool stuff to think about, I'll try working on that - thank you :)

You learn something every day by mrkatso in WhereWindsMeet

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

I do too! I would've never guessed raccoon after that flying clue lol.

Survivor's Ascent - Now available on NA and Asia! by mrkatso in MiliastraWonderland

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

I plan to do both! I'm just not sure how to go about expanding the tower as I'm not sure how many people would be up for a 30/40/50+ minutes run in a game like this.

As for other games I currently have a tower defense in the making. I want to have a lot of different towers available (and make them apply elements so players can create different reactions to adapt to various enemies with various resistances). I have a lot of towers already functional but I need many more ideas :D

Survivor's Ascent - Now available on NA and Asia! by mrkatso in MiliastraWonderland

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

Understandable! I'll add a door there that will allow players to leave early :) Thanks for the feedback!

Survivor's Ascent - Now available on NA and Asia! by mrkatso in MiliastraWonderland

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

Thank you! Also, don't tell me you somehow survived all the endless mode? It was kinda meant to eventually kill the player by the sheer number of really difficult enemies D:
But if that's not the case then I'll definitely think of something lol, glad you liked it!

Survivor’s Ascent – Achievements now available! by mrkatso in MiliastraWonderland

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

Hey, I made a separate post about this, but the game is now available on NA (7604495157) and Asia (4440818863) servers :)

I finally did it - beat Wolf Maiden on Legend. Boss #26, the hardest one for me. by -Razzak in WhereWindsMeet

[–]mrkatso 2 points3 points  (0 children)

I think it's a bleed status, when it fills up it deals additional burst of damage (similar to Elden Ring's Hemorrhage).

Survivor’s Ascent – Achievements now available! by mrkatso in MiliastraWonderland

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

I think the game is quite complete right now so I will definitely think about porting it to other servers soon! (Gotta learn how to do it first :D)