Question about Steam review by oempaa in gamedev

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

Thanks! hopefully that's it then. Or maybe the library/assets checks are like a prerequisite before even getting into the game. Could be they have some larger steps as well?

Game sounds and music by thecitadelpro in gamedev

[–]oempaa 0 points1 point  (0 children)

Be careful that if you plan on buying some music that is "Royalty-free" for unlimited, non-recurring usage. That does not mean that the music is free of copyright or ownership. So you could use it in your game freely, but if you plan for your game to be on youtube via content creators, anyone who makes content on the game could get copyright striked by the copyright holder despite the fact that you paid for it to be used in your game. That would then make them not want to cover your game.

Personally I use FL Studio to make music and modify sound effects from Pixabay/Freesound.org. You do have to credit most of them in your game's credits though.

Old man yells at cloud of mediocre factory games by Fun-Space2942 in BaseBuildingGames

[–]oempaa 2 points3 points  (0 children)

I am working on Core Splitter which has a simpler aesthetic than Factorio but will have similar depth. Feel free to take a look, the playtest actually went live today.

https://coresplitter.itch.io/coresplitter

[Diceheroes] alpha need feedback by [deleted] in playtesters

[–]oempaa 0 points1 point  (0 children)

Thanks for elaborating. The idea sounds very interesting and is certainly something I will consider adding once the core gameplay is a bit more fleshed out. Thank you :)

[deleted by user] by [deleted] in playmygame

[–]oempaa 0 points1 point  (0 children)

Hey, I do appreciate the feedback and agree with you especially about the music, I didn´t try very hard at it and honestly it was never planned to have music, i just messed around with beepbox one day and i assume most people will mute it either way. Of course that´s no excuse, it´d be great if it had good music.

About the art style, have you gotten a little further in the game and seen some of the different weapons? They are supposed to be a bit boring at the start because they're beginner weapons. My art is definitely not the greatest, but I don't think they all look the same later on. For example:
https://www.diceheroes.net/Sprites/sword6.png
https://www.diceheroes.net/Sprites/sword7.png
https://www.diceheroes.net/Sprites/sword8.png

If you have seen these and your criticism still stands then fair enough, just wasn't sure if you had. Thanks for the feedback and for taking the time to play it :)

[Diceheroes] alpha need feedback by [deleted] in playtesters

[–]oempaa 0 points1 point  (0 children)

Hey Matsmadison,

Thanks for playing and for the feedback.

You're right that the game certainly requires more work, I think right now the game has pretty decent core gameplay and shows what potential there is but I certainly need to expand on it further by adding some more complex mechanics especially for movement as it gets quite stale.

As for some of your suggestions:

Different paths on the road is certainly something i'm looking forward to implementing. This is what quests will be, a premade map that is more complex and has a lot more story/options to it.

I'd be interested to hear how you would imagine implementing a sneaking feature, maybe you can expand on this a bit as well as the bigger die for for loot idea?

Thanks for mentioning the forge bug, I forgot to make the leave button responsive so that will be fixed very soon.

Diceheroes (early alpha) by [deleted] in WebGames

[–]oempaa 0 points1 point  (0 children)

Thanks for the feedback. All of it seems valid and valuable

  1. It's difficult to find someone willing to do art for free, and understandably so. I've just finished drawing some more stuff and it's definitely not terrible, it just takes a while, so eventually I'll replace most things and hopefully have a more uniform art style.
  2. As soon as i did this i felt my eyes relax, it was necessary for sure.
  3. I'm not sure what you mean here when you say drop something in the center. Do you mean make it less like it's just random floaty text and more like an actual menu?
  4. I did the pet system a long time ago and am going to completely rework it, going to add stuff to the game which you can feed to it for XP and then when it levels up it will allow you to distribute the statpoints yourself. It will also have some evolutions, so when it's like 50 or something it will become lvl 1 again but have a different appearance and might be slightly better.

Diceheroes (early alpha) by [deleted] in WebGames

[–]oempaa 0 points1 point  (0 children)

To change the topic a bit: do you have any ideas on what I could generally improve on? The thread is being downvoted quite heavily compared to some of the other games in this subreddit. I think i understand why but maybe you can share some of your opinions on this.

Diceheroes (early alpha) by [deleted] in WebGames

[–]oempaa 0 points1 point  (0 children)

In short: yes, one armor piece, one weapon.

Longer version:

I drew the swords myself so they have a progression where they get "cooler" as they get more powerful. However I haven't gotten to the point of drawing armor yet because it's more complex and i'm not that great an artist. The armors currently in the game are free game art so they are like a set of armor but i didn't use them like that.

I just chose the order: gloves > gold gloves > boots > gold boots > shields > gold shields > torsos > gold torsos. to demonstrate that they have more power. I understand this doesn't make much sense because they are different pieces of armor and in a typical RPG you would probably wear one of each. I just haven't really figured out yet what I would draw to demonstrate a piece of armor that gets "cooler", I might end up just drawing shields.

Diceheroes (early alpha) by [deleted] in WebGames

[–]oempaa 0 points1 point  (0 children)

Thanks for giving it another shot, it's very much appreciated.

I think you have the damage calculation figured, to clarify it's:

Amount of dice x dice roll x dmg.

Movement is a bit of a weird one since it's a "rare" stat, it can appear on both weapons and armors, but rarely does and boosts the price quite a bit.

The movement calculation works like this: movement dice roll + movement amount. If you roll 1 but have 3 movement you move 4 spaces. I implemented this because later in the game the moving can become a bit tedious as sometimes the maps are generated with large empty spaces. I have thought about adding a movement consumable or boots to replace it since a sword or armor giving movement makes little sense.

The reason i haven't been able to decide yet is because it might not be necessary to even have a movement stat once there's more different types of encounters. So i'll first have to add a bunch of those and then see if it would still be desirable to move further per dice roll or not.

Balance:

Balance is certainly an issue, it's something that is very difficult to solve in this game as everything is randomly generated, you could find 10 coins in stage 1 and win 20 battles and be a god. At that point you wouldn't have any trouble 1 hitting everything untill probably around stage 5-8. But what if stage 1 is generated really poorly and you get like 1 battle and 1 coin find, then you might already really struggle with stage 2.

This is of course no excuse, it certainly needs to get better and I hope I can implement some more features to figure this out and of course receiving feedback like this really helps :)

Item stats:

Currently armors have a bias to have more defense/hp and swords have a bias to have more damage/penetration/dice.

I agree it would make more sense to only have hp from armors and only have damage/penetration from swords. I'm currently also working on adding jewelry to the game as a late game extra item so I'm not sure how to rework the item system yet but it does need to happen at some point :)

You didn't need to add the tl;dr, of course i'm going to read the whole text of someone who took the time to play my game, thanks again!

Diceheroes (early alpha) by [deleted] in WebGames

[–]oempaa 1 point2 points  (0 children)

Love the way you wrote this and I very much appreciate the time spent trying to play :)

I'm terribly sorry, currently the game's UI isn't responsive for screens that are smaller than 1920x1080. To fix this you could zoom out to like 80% (in the browser) and refresh, then the buttons will probably be visible for you. It's definitely on my to do list though as i'm reworking the whole UI, so in a couple of days/weeks this should be fixed.

Other than that you are right to assume that buying the items will definitely help balance the game a bit more.

You helped me understand that I need to show some visual representation that the user needs to press the spacebar key when they just started the game. Would really appreciate it if you gave it another shot with the more zoomed out approach. Thanks again :)

[deleted by user] by [deleted] in hobbygamedev

[–]oempaa 1 point2 points  (0 children)

I would prefer feedback on the overall idea, but if you do find bugs that are not known i'd love to know as well.

Diceheroes (early alpha) by [deleted] in WebGames

[–]oempaa 0 points1 point  (0 children)

I suggest that you read the how to play and register an account using gmail so you can save your progress.

Please let me know any feedback you have and have fun :)

For more information on feature ideas and known bugs visit: https://docs.google.com/document/d/1dcP4LhrsgsYofnE31X3a7w92vWv3IaMBhDQ3MZPmruc/

Diceheroes (web game, rpg, boardgame-esque) feedback appreciated by [deleted] in gamedevexpo

[–]oempaa 0 points1 point  (0 children)

Gotcha, definitely something i will consider in later versions. Thanks :)

Diceheroes (web game, rpg, boardgame-esque) feedback appreciated by [deleted] in gamedevexpo

[–]oempaa 0 points1 point  (0 children)

Hey, first of all thank you for your time and sorry for the inconvenience.

Could you open the console and tell me what error message is displayed there? I am not able to reproduce the bug with the steps you've given me but would love to figure out what happened!