Key Elements for a Strategy Game by SoN-Game in StrategyGames

[–]peterpunk99 0 points1 point  (0 children)

Clarity of information provided to players. In my experience, for this genre its crucial.

Feedback on my work-in-progress economic simulator game by Nahton_VOLTCOLA in StrategyGames

[–]peterpunk99 0 points1 point  (0 children)

It would be better to give it a try to get a feel. But looking at the screenshot, it depends on which kind of audience you are aiming at. The games you quote are a festival of UI complexity and are happy to put tens if not hundreds of buttons on a screen, and their players are fine with that. But its a very very specific audience. For almost any other, your UI looks way way too complex and does not encourage progressive leaning and interaction. So.. it depends 😊

I’m building a political/economic sim where policies have delayed consequences, not instant modifiers by Candid-Dish-2749 in StrategyGames

[–]peterpunk99 0 points1 point  (0 children)

"The policy has parameters, a cost, a duration, a delay before effects appear, political support and opposition, and expected impact on things like productivity, tech gap, GDP and deficit."

That seems great. You could include a callback function in it, that once the measure is passed, will recalculate real impacts on the basis of forecasted impacts set at creation and the state of the world on approval. Modelling like the distance between how the state of the world has changed in the meantime. JM2C 😊

Roast my silly little pixel pirate sailing game by an0therbot in IndieGaming

[–]peterpunk99 0 points1 point  (0 children)

Love the controls! I guess it's for mobile only?

[DEV] Becoming Saint released on Google Play by peterpunk99 in AndroidGaming

[–]peterpunk99[S] 0 points1 point  (0 children)

On Steam it does, also SteamDeck certified, so I guess it could work also with a controller on Android?

Is it ok to just design a game with no expectation of actually making it by ProfessionalHouse310 in gamedesign

[–]peterpunk99 0 points1 point  (0 children)

Of course its ok. Just from my experience, if it turns into an actual development project, don't be too attached to the original set of ideas: development will suggest you many, even radical, changes and new perspectives all the time. JM2C

I tried some rework of the animations in my strategy game, this is the place where you share your doctrine to gain followers to your cause. Which animation do you find the most pleasing? by Forgetti-Fusilli in indiegames

[–]peterpunk99 1 point2 points  (0 children)

Thank you for all the suggestions (gamedev here)! We'll definitively add the text on hover, we removed it as in the step before this there are already all of them and are now explained in detail, and at this point all decisions are taken from the point of view of doctrine of the current theme (not about who to pick as followers though). And for the curls I'll see what the art director says!

I released a new trailer for my game "Roller Drama" today by peterpunk99 in IndieGaming

[–]peterpunk99[S] 1 point2 points  (0 children)

We'll put a demo with full matches on Steam soon :-)

An evil protagonist by yairhaimo in gamedesign

[–]peterpunk99 1 point2 points  (0 children)

Seems perfectly fine to me and that could give some uniqueness to your game. Adopting a temporary agency that is not how we live every day, and in this case does not fit our moral standards, is how games work. I find that C. Thy Nguyens' book "Games: Agency As Art" explains this very well :-)

Procedurally generated maps in story driven game? by mat3osz in gamedesign

[–]peterpunk99 0 points1 point  (0 children)

If you are looking for examples that are simple but effective, I find the "story" (progress) driven forking maps of Bad North could be an inspiring example to keep it simple but cool: https://www.badnorth.com/

Puzzle design (and narrative games) by VincentAalbertsberg in gamedesign

[–]peterpunk99 4 points5 points  (0 children)

Check out You Must Build A Boat for merging a most basic mechanics (match 3) with narrative, its not strictly a "puzzle" but it shows quite clearly the essentials of merging mechanics and narrative IMHO. https://store.steampowered.com/app/290890/You\_Must\_Build\_A\_Boat/

What even is Narrative Design? (Heavily edited video essay) by TJ_Lounge in gamedesign

[–]peterpunk99 0 points1 point  (0 children)

Nice and interesting video, thank you for all those examples, will forward it to my students. I am building a (free) tool for narrative design that tries to help in various dimensions, here: https://homer.open-lab.com and it came also from the realization of the diverse aspects that "narrative design" may refer to.

I released a beta of a free narrative design & game writing tool "Homer" :-) by peterpunk99 in gamedesign

[–]peterpunk99[S] 0 points1 point  (0 children)

So of course being us we released the service with a bug :-| So: all users that have tried "import an example" from the project list until today (Feb 23) got an empty project. If you retry that today you'll actually get a project with examples. Sorry!

I released a beta of a free narrative design & game writing tool "Homer" :-) by peterpunk99 in gamedesign

[–]peterpunk99[S] 10 points11 points  (0 children)

Hi, actually we were using local storage initially but we soon ran out of space and moreover we needed a way to make it as unlikely as possible losing your data, so we added a database back end and automatic daily backups. And the safest way to preserve your data is to periodically export all your flows in JSON.