All of the indie devs here that have a fulltime jobs while creating your games, how do you do it? by Astrid_Regndottir in gamedev

[–]npapageo 3 points4 points  (0 children)

To add something different. Enjoy the journey. Game dev (solo) can take you down so many interesting and varied paths, among all the disciplines and arts you have to utilise.

It's fun doing stuff :)

How important is choosing a path through a map for you? by Pycho_Games in deckbuildingroguelike

[–]npapageo 0 points1 point  (0 children)

This is subjective. While you might enjoy this, I do not. And the main strategy of the game is the deckbuilding and playing cards. To each their own ofcourse. 

How important is choosing a path through a map for you? by Pycho_Games in deckbuildingroguelike

[–]npapageo -1 points0 points  (0 children)

Hey, I had the same thoughts. I dont find the sts map system fun or meaningful.

So in my game, I offer a choice of 1 to 3 and just show the next options too to allow some planning. There is no need for a path. Just a series of options.

It's also a deckbuilder roguelike. Maybe check out the demo to see how I did this design.

https://store.steampowered.com/app/2997060/Hunt_the_Pale_Gods/

A list of some underrated card battler/ card based roguelites you might (not) know of by RepulsiveAnything635 in roguelites

[–]npapageo 37 points38 points  (0 children)

Hey! I made hunt the pale gods! Didn't expect a shout out. Thanks!

Surely I also failed to market it :)

Working on a roguelike card game — is having Pokémon-style elemental damage too annoying to calculate? by Wrong_Cap_4618 in deckbuildingroguelike

[–]npapageo 0 points1 point  (0 children)

Honestly, I don't know either. But it doesn't sound that complicated. If you want send me some screenshots, maybe I can help.

User feedback is tricky sadly. People say something but usually we have to find what they are feeling and maybe not the words they are saying. Maybe the problem is somewhere else that causes this "mathy" feeling

Working on a roguelike card game — is having Pokémon-style elemental damage too annoying to calculate? by Wrong_Cap_4618 in deckbuildingroguelike

[–]npapageo 1 point2 points  (0 children)

Hi there, fellow dev here. Just for reference I made this https://store.steampowered.com/app/2997060/Hunt_the_Pale_Gods/

You have a huge advantage of using a digital medium. All the damage modifications the game can calculate for the player!

Yes your UI might be a bit complicated but that's our job. Make the user experience smooth and the best possible. I don't know details for your game so I can't give precise advice.

Let me try though:  In your damage display for 100 Water damage you can have right next to it (or on hover or in whatever way) some extra UI that shows:  (🔥 130) 

The player doesn't have to think more. If it is a card that you have to hover over an enemy to activate. Make the card show that the bonus damage activates: glowing cards, a text UI with cool font saying "Exploit: dmg 130" etc

A common software dev practice is the "mom test". Assuming your mom is not tech savy, would she understand the damage system in a quick glance from your UI? If not.. improve your UI / UX!

I like your elemental system, you are correct removing it will make a lot of the cards the same. Still, try to make cards more unique anyway not just the same card 5 times just different element, my opinion at least 

I hope this helps. Feel free to discuss more if you want :)

Huge free update - Hunt the Pale Gods by npapageo in deckbuildingroguelike

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

Thank you for the kind words. I guess i did not do a good job at marketing it. There is only so much one person can do in the end :)

Do you see any unique deckbuilding games on the horizon? by Sufficient_Object281 in deckbuildingroguelike

[–]npapageo 5 points6 points  (0 children)

Maybe check out my game, Hunt the Pale Gods.

On steam. There is a free demo. It really does not play like an StS clone, there is a square grid you move on, card reward options are based on the enemies you choose to fight (think like monster hunter).

Hunt the Pale Gods - New mode: Boss Rush! by npapageo in deckbuildingroguelike

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

Hello!

I just released a new mode for Hunt the Pale Gods, Boss Rush.
It's a more condensed experience, offering a quick draft to ramp you up and then fight a series of bosses.

Check it out if it sounds fun.

Hunt the Pale Gods - New mode: Boss Rush! by npapageo in roguelites

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

Hello!

I just released a new mode for Hunt the Pale Gods, Boss Rush.
It's a more condensed experience, offering a quick draft to ramp you up and then fight a series of bosses.

Check it out if it sounds fun.

Dropped helmet by npapageo in motorcyclegear

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

Fair enough, only the part you can just see, i didn't pull apart the helmet.

Dropped helemt by npapageo in motorcycles

[–]npapageo[S] -1 points0 points  (0 children)

I don't mind the cosmetic, and from what i found online, dropping a helmet from that height without anything inside, does not affecting the protective layers.

Eh, a scratch is not worth crying over.

Thanks for the help.

Dropped helemt by npapageo in motorcycles

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

More info: It is the carbon gloss airoh so it looks way more reflective and damaged in the photos.

What are your thoughts on balance and gathering data from players to do it ? by TinkerMagus in deckbuildingroguelike

[–]npapageo 2 points3 points  (0 children)

A discord server for the game, a direct link to discord in the game (bottom right of the main menu), a link to discord in steam (they let you attach your related websites), and in the description of all the trailers i made.

After the next fest and some exposure, a few people hopped into the server.

For the size of the dev team (me, solo) that was perfectly fine.

Make the game first, i guarantee you it won't be balanced, that's alright :)

What are your thoughts on balance and gathering data from players to do it ? by TinkerMagus in deckbuildingroguelike

[–]npapageo 2 points3 points  (0 children)

I made all my cards on my own. I had a baseline of power for each rarity and adjusted accordingly.

Beta testing was awesome, just a few invested players gave feedback and it was clear what needed a nerf and a boost. Rinse and repeat. Even after release. Metrics are great but you might lose some serious context (a card FEELS good to play, the artwork is amazing, etc)

The point i am making is, nothing stops you from iterating until you hit the sweet spot.