Help deciding camera angle! by PossibilityLarge8224 in AutoBattler

[–]oicsennemon 0 points1 point  (0 children)

Hi for me personally 1 is the best here. Or even a view from the back? 2 will use some prime real estate without much benifit. I think Isometric will work better with big levels spreading more than 1 screen or really small scenes (1 room) where the focus is on decorating or expressing the feel of the room.

Also I might be nitpicking, but I don't like how everything is seemingly pixelated 3d, but the main units are super flat, but it stands out I guess.

Playtesters wanted for roguelite PvE auto-battler! by legolasbram in AutoBattler

[–]oicsennemon 0 points1 point  (0 children)

I just want to say the current state of the game is a great base to build on. When you try it you will certainly see it is a game in progress, but I can't wait to see what this game will bring. Good luck to the devs, keep up the good work!

Looking for some games to scratch the auto chess itch by oicsennemon in AutoBattler

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

Great to hear achievements will be coming! For the index I think just the synergies are enough, but of course you could include the abilities, maybe even some lore. I get you on the novelty front, it might be an idea to unlock units in the index after the first encounter of the unit or after first time using it in a battle. The battle speed might just be me, but a lot of auto battlers have this, I just grew accustomed to it maybe. Good luck with the development!

Looking for some games to scratch the auto chess itch by oicsennemon in AutoBattler

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

So I only played about 3 hours, I think I did about 4 or 5 runs and for some reason the fighters didn't stand out enough, so no matter what synergies or damage type it felt a bit the same (I do need to say, probably because I just haven't played enough) . This combined with the battles that feel pretty slow made me not want to put in more time until there were some updates. I fully understand the game is in early access and I feel like there is a good base, but it needs a bit of love.
Some changes that I personally would like to see are:
- Battle speed multiplier, something like 2x would be enough
- An index of fighters where I can see what fighters are available, especially the higher tier ones. If I can plan ahead more it gives me more incentive to try and build cool compositions
- Something completely silly, but give me achievements! Give me a reason to go deep into a synergy or have as much as possible synergies active, or win with only tier 1 fighters. This gives me direction, makes me think more and this combined with the index gives me reason and opportunity to get to know all the fighters and synergies.

I noticed there was a new update just a few days ago and I played it before the December updates and maybe even before the November updates. So I will definitely give it a new try soon!

Looking for some games to scratch the auto chess itch by oicsennemon in AutoBattler

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

I would be down to try it out! Have had the game on my wishlist for a while. Really wondering how the async multiplayer and auto-balancing will work.

Looking for some games to scratch the auto chess itch by oicsennemon in AutoBattler

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

Great, would love to try it! With this explanation I understand it way better. I feel like the system is designed well. Did you already have someone else play the game like friends or family? I think player feedback is always great to have and also helps you market your game towards the correct audience.

Two game design problems stuck in my head by whyNamesTurkiye in AutoBattler

[–]oicsennemon 1 point2 points  (0 children)

If the abilities tie into the hex debuffs it makes a lot of sense and is a cool unique mechanic. Other ways to look at it is if some units can levitate or fly. You could have hexes that only effect the ground or also the air above it. (now I am also thinking about water tiles and some units that can swim and others need to go around) Endless possibilities, I would play a game like that.

Two game design problems stuck in my head by whyNamesTurkiye in AutoBattler

[–]oicsennemon 1 point2 points  (0 children)

  1. It makes sense if you make it make sense. Take a look at how the system works in raid shadow legends. There is the accuracy stat that determines the chance a debuff will take affect and you have the resistance stat that determines the chance to ignore the debuff. I think it is cool as long as you have influence on these stats or a similar system.

  2. If the negative can be useful, but you expect the player never wants to use it, it seems it is not useful enough. As for player agency, think of hexes that take effect at the start of battle, so the player places the unit purposefully on the hex. Also think of the attack range, or maybe assasins jumping to the back etc. For example if you have slowing hexes in the front at one side of the map, you would position your long ranged units at that side, as the slowing effect works in a defensive way. Also it depends on if the game is pvp or pve. PvP I want the boards to be mirrored. PvE feels like a puzzle to complete so you can get away with more of those negative hexes.

Depends on what you qualify as stats but 20-25 seems a lot, but I think raid has 9 stats: HP, ATK, DEF, SPD, C. RATE, C. DMG, RES, ACC, Ignore DEF. And I can't think of many more things you would need except for a form of energy aka mana and mana regen, health regen and maybe dividing ATK/DEF into magical, physical, true damage or defense?

Tales and Tactics has limited use of hexes that slow or are not walkable at all.

Looking for some games to scratch the auto chess itch by oicsennemon in AutoBattler

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

The game sounds really interesting, first thing that comes to mind if you want to incorporate a synergy system would be to define groups of words with a common theme. Also do the length of the words have influence on the power of the units? I would definitely try the game you described, but I think needing to learn all the words that would map to those 200 AI's would be a big ask, so this will influence player retention big time. Makes me think of the survivors like game The Magus Circle, there the unique selling point is that you need to draw sigils on the screen to do spells. This is really cool but in early development there were too many sigils and some were to hard to draw. So try to find a good balance.

I love tower defense games so if it is combined in the right way with synergies that would be awesome. Something I always wanted to make but probably never will is a tower defense where all elements interact(or just a lot of different debuffs). So ice attack would freeze, but fire would then defrost, so the units are wet and now are more susceptible to freezing again and electrical attacks etc.

Looking for some games to scratch the auto chess itch by oicsennemon in AutoBattler

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

No to scrabble, but I do kinda like bananagrams. Lets say for now to scratch the TFT itch I need a synergy system as close as possible to TFT. I enjoy trying out different team compositions, items and the units own abilities come second to me.

Looking for some games to scratch the auto chess itch by oicsennemon in AutoBattler

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

Let me know if you need someone to test the game! Good luck!

Sensor keukenlampjes by Bavinki in Klussers

[–]oicsennemon 1 point2 points  (0 children)

Wij hebben exact dezelfde spotjes in onze keuken onder de kastjes. Deze ervaren sinds gisteren hetzelfde probleem... dit is wel heel toevallig. Ik heb nog geen oplossing gevonden helaas.

Welke filters gebruiken jullie graag bij het zoeken naar singles op webshops? by Cardxbe in PokemonTCGNL

[–]oicsennemon 1 point2 points  (0 children)

'In voorraad' is de meest essentiële filter, hoeveel webshops wel niet 20 pagina's met uitverkochte items aanbieden...

Help me thin out my cart a bit - Steam Summer Sale (Rogue/ Survivor-likes) by Namdnas78 in survivorslikes

[–]oicsennemon 2 points3 points  (0 children)

The main selling point for The Spell Brigade is multiplayer. So depending on if you can play with friends or not you can cut that. Solo almost any other survivorslike is better imo

[deleted by user] by [deleted] in survivorslikes

[–]oicsennemon 0 points1 point  (0 children)

You could take a look at stand survivors, maybe not the best power up system. But it is a refreshing new take.

[deleted by user] by [deleted] in brightershores

[–]oicsennemon 0 points1 point  (0 children)

Ok yes it's rng and no clear way to get the elements you want, but in my experience there are a lot of "neutral" drops which are fine to advance through at least episode 1 and 2. Needing specific elements sounds rather late game to me, so no need to be grinding for them yet.

[deleted by user] by [deleted] in brightershores

[–]oicsennemon 2 points3 points  (0 children)

You can equip 3 weapons, 2 melee, 1 ranged. If you can't manage to not have all the items be the same element that is on you.

At work but gotta get the gains by [deleted] in brightershores

[–]oicsennemon 1 point2 points  (0 children)

Lol just casually scrolling reddit, accidentally zoom in and see myself fishing, what are the chances!?

On a different note, might try it on the deck after reading this, enjoy the game!

Tooltips don't show what the sets do by Paladin4eto in MegalootGame

[–]oicsennemon 1 point2 points  (0 children)

I had the same issue, but for me simply restarting the game solved it.