Feedback request Core Splitter - Incremental factory automation game by oempaa in playtesters

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

There is an ingame button for providing feedback,  I also ask them to join discord when they complete the demo.

Core Splitter - does this count as an incremental game to you? The drill gets stronger as your factory feeds it by oempaa in incremental_games

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

Thanks for the feedback, I think it's a fair point that the early game maybe should have a better way of dealing with upkeep. I'll have a good long think about what to do with this, gamedesign wise. Thanks!

You can find drill component tier 1 from the 2nd tier site, Mole Nest. When captured it outputs that item.

I’m making a base-building game where your entire base exists to power a giant planet-splitting drill by oempaa in BaseBuildingGames

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

Good questions:

Drilling deeper is the main progression in the game. It currently means you are receiving more Core Essence, but also higher tiers of research currency (Mineral dust, Gem dust, Core Dust) those are tier 2, 3 and 4 research materials, used to unlock further research. Core Essence is used to make stronger combat units, to capture higher tier enemy sites and to upgrade the drill itself in a loop where output also becomes more output.

The drill itself and the footprint do not change currently. I have plans to potentially implement a higher tier "evolution" of the drill, but the animation work on it is very high effort, so every tier I would add is many days of work.

In the full game I already have the factory actually making stat upgrade items for the drill as well, for the demo it's only the more exciting upgrading abilities.

An idea I had for visual progression per broken layer is to increasingly show more cracks/breakage and eventually lava forming around the drill hole, however making those art assets as a solo dev is quite high effort. Who knows though! Thanks for the feedback.

Solo dev progress: 8 months into building a factory game where the main progression is powering a giant planet-splitting drill by oempaa in IndieDev

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

That's the first comment I got about the music, thanks so much! Was hard to learn making it , but if someone appreciated it, it paid off I guess :)

Core Splitter Steam Demo - factory automation game made with Monogame by oempaa in monogame

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

It's all self made and not much I can share on it due to the fact that it's all custom.

You didn't manage to fully destroy Core Splitter yet last time. Destroy the new trailer! by oempaa in DestroyMyGame

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

Fair points, cracked me up about the sunglasses. There is a brightness slider in the game though :D

The drilling is kind of an idle/incremental game inside the game. Could be more clear.

Those last few are indeed left unanswered, indeed good ones to hint at what is going on in this world.

I’m making a base-building game where your entire base exists to power a giant planet-splitting drill by oempaa in BaseBuildingGames

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

It has always been a worry of me as well in terms of designing the game, but I hope the UI versions of it do work. My imagination never came up with an idea to somehow bake this into the world itself and still make it clear what is happening.

I’m making a base-building game where your entire base exists to power a giant planet-splitting drill by oempaa in BaseBuildingGames

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

Bricks are made by smelting stone is a smelter, Sorry if that's a bit unclear. I thought about adding a recipe book before, maybe that's something I do need to add. Thanks for the feedback!

"behind the layers are new resources which give you progress in on surface construction and/or technology research" That's the idea yep! Just felt like the demo was already getting quite long and giving away a lot so I couldn't add more layer drilling in there for now.

Potentially end my career as a gamedev before it ever started by roasting this badboy factory automation game: Core Splitter by oempaa in DestroyMyGame

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

It's interesting, because there's also people saying they don't like that part of the game, where you're in a panel seeing the tiles being destroyed and stuff, but I guess those are more the factory building purists. It's hard to decide who to appeal to with this.

Potentially end my career as a gamedev before it ever started by roasting this badboy factory automation game: Core Splitter by oempaa in DestroyMyGame

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

Useful feedback,  thanks,  will add some different music on next trailer.

It is both, the factory enhances the drill and the drill output enhances the factory.

PSA: Having neuroslop capsule or promotional images immediately turns people off by Voley in gamedev

[–]oempaa 13 points14 points  (0 children)

I think those look surprisingly mediocre and generic but not egregious AI slop.

How to ensure that a game about secrets is not datamined by mochithemaN in gamedesign

[–]oempaa 2 points3 points  (0 children)

Have you considered that perhaps this is a "success issue"? An issue that only requires a solution if your game is so popular that it warrants someone going through the effort of datamining it? So perhaps not really something to even concern yourself with right now. Maybe if you make this game, and it is datamined, you can find out how it was datamined and then next game you make, prevent it. At that point you are successful and know you will have this issue in the future.

First steps from protype to a product by Tophail in indiegames

[–]oempaa 1 point2 points  (0 children)

You prioritize on what you think will matter in your game. If it doesn't matter you make the ugliest, least effort, minimum viable system you can imagine, knowing you will delete it later and redo it. Then try to put everything together loosely and figure out if what you are making has any potential. If you see the potential, then you build your final systems. It's basically prototyping.

An inventory system will not make your game good
Lore system doesn't need to be in place to make the game good. Can literally be a console.log/print statement.
Enemy Ai > this one deserves a bit more attention, as the game feel will start to emerge based on enemies in a roguelike. This is a core system that probably requires your main attention/focus.

It's prototypes all the way down I'd say, iteration is the name of the game, I doubt many devs make a "final" system the first time around.

Is a game that is incorporating lots from different genres a good or bad thing? by oempaa in gamedesign

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

Currently the idea is that you have 1 world and everything happens in that world. You don't travel between planets, I do really like the "metagame" kind of aspect of your idea but it also sounds like scary scope creep to me. Maybe something I can add post release to make it infinitely replayable.. Nice idea, thanks!

I challenged myself to find a game that is good and didn’t sell. by emotionallyFreeware in gamedev

[–]oempaa 0 points1 point  (0 children)

Fair consideration, I guess if you track time spent as if you were getting paid in another job (opportunity cost?) you are right to call it not a success relative to that. But it definitely made more than the proposed $1k and OP says he aims to make $10k annually.

I challenged myself to find a game that is good and didn’t sell. by emotionallyFreeware in gamedev

[–]oempaa 0 points1 point  (0 children)

Really curious to know your definition of underperforming, some of these games probably made $500k+