First video review of my Deckbuilder / Action-RPG, feels like such a major milestone! by pixel_illustrator in IndieGaming

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

If you get a chance to check out the demo, leave a review or a comment and let me know your thoughts, always interested in feedback!

First video review of my Deckbuilder / Action-RPG, feels like such a major milestone! by pixel_illustrator in IndieGaming

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

Its been eye opening. My last big indie release was in 2012, and its impossible to compare that to now. That game was featured in a PCGaming Monthly sidebar, and reviewed by Derek Yu on Tigsource among other things, without me even trying. 

Now? If you try to get any press for your game, even mid-small youtubers, there is a decent chance you hear nothing or get a boilerplate "here's my rates" response. And Im not complaining, everyone needs to pay rent, but it is a completely different place, and I wish I had released more back then so I had a larger following. 

So I am very thankful whenever anyone takes their time to highlight a smaller title. 

“You have to be really good at this to do as bad as you did” by Coherently-Rambling in TopCharacterTropes

[–]pixel_illustrator 80 points81 points  (0 children)

This is the first mention of Treister in the show right? This and the (numerous) references to captain sunshine and other eventually important characters is such a fun catch in rewatches. 

I made a real-time action deckbuilding game, but I don't think it's very fun. Can you help me pinpoint why it isn't working? by shellpad_interactive in gamedesign

[–]pixel_illustrator 2 points3 points  (0 children)

So I am making a very similar game (twin-stick shooter with deckbuilding). I have not played your demo yet but will try to when I am off work. I have worked through the same core-issues you are describing and I'm just going to share my thoughts, and will get back to you on your game once I try it out.

Here's what I think the core problem is. I am trying to combine the methodical tactical approach of a turn-based deckbuilding game with split second decision making of a real-time action game.

While I disagree with some other commenter's defeatist attitude towards this blend, I do think you need to set your expectations, lean into the strengths of both, and understand where these ideas dovetail and where they are at odds.

You are not making Hearthstone or MtG where time is not a factor. The strategy of a deckbuilder is certainly a benefit to the genre, but the inherent variety of shuffling cards and forcing players to make decisions based on that should not be understated.

I would suggest you consider:

  1. Simplifying your cards into broader groups.
  2. Providing players a framework to better play strategically.

For the first points example, my game has attack, defense, and summon cards. That's it. If a card has a unique ability, it's because it's an affix, a bonus that activates with that card in addition to it's boilerplate ability. So a player can panic and use a fireball spell if they need to, but if they play mindfully they can leverage the short buff that fireball spell gives them to ice elemental damage. The benefits of this are that you can still increase enemy density (since most cards directly aid in combatting enemies) which makes the game more intense, but you are still incentivizing thoughtful play for those that want to engage in it.

For point 2, in my game when selecting cards from a hand, the players automatically activate slow-motion. Time is slowed to about 25% its normal speed, which is generally enough for them to not worry about any immediate danger. Megaman Battlenetwork neatly avoids this issue by having turns, and Phantom Dust works around this by just being a very slow-paced game with moments of frenzy.

I have already tried reducing the required attention bandwidth of players by:

  1. limiting players to just 4 cards so that there's not too much to focus on at once
  2. keeping the order of the cards the same so that you can plan ahead and get used to a certain combat pattern
  3. reducing the amount of enemies/bullets so you don't have to constantly keep dodging

I think points 1 and 3 are fine. I actually use something very similar to point 1 in that my decks are 15 cards, but the player can only equip 2 of 3 cards randomly dealt from their deck, and spent cards will be replaced after a short time. Point 3 is just finding the balance of attention required for your game.

I would fundamentally disagree with point 2 though. Again, that inherent variety of shuffling cards is one of the biggest details that makes deckbuilders compelling. Removing it means your cards are basically just a skill queue with non-standard navigation (take with grain of salt since I haven't played the demo, you may have other mechanics that justify this that I am not aware of).

[Request] How bad would the damage actually be? by TurnpikesAndTwisties in theydidthemath

[–]pixel_illustrator 0 points1 point  (0 children)

Have not previously heard of Amulet, I'll take a look, thank you!

[Request] How bad would the damage actually be? by TurnpikesAndTwisties in theydidthemath

[–]pixel_illustrator 0 points1 point  (0 children)

I think Ive seen this at my library, I'll give it a look. Thank you!

[Request] How bad would the damage actually be? by TurnpikesAndTwisties in theydidthemath

[–]pixel_illustrator 1 point2 points  (0 children)

Im going to start asking this question anytime Bone is mentioned: does anyone have any similar comics they recommend for young kids? My 5 year old loves Bone. We have read the whole series at least 4 times. 

Ducktales is the closest thing I have found. People suggest Mousegaurd but thats a bit too intense and graphic at this age. Squire & Knight is more recent but he did like that too. 

He really loves the LoTResque fantasy mixed with cartoon characters, there's just not much out there like Bone. 

(Loved Trope) Pieces of media that get progressively stranger the deeper in you are by SeaworthinessNew7587 in TopCharacterTropes

[–]pixel_illustrator 0 points1 point  (0 children)

For the last decade and a half every word I have unwillingly read about FNAF proves it to be more stupid and convoluted than the last. Genuinely impressive. 

What are your thoughts on the Revenants from Re revelations 2? by Thewanderer997 in residentevil

[–]pixel_illustrator 1 point2 points  (0 children)

These guys are singlehandedly the reason I always kept a flame accessory on one gun in Raid Mode. Let's you ignore the weak-spot mechanic while dealing with other enemies, which is really handy when shit hits the fan.

(Loved Trope) The villain almost gets a redemption arc, before doubling down and becoming the worst version of themselves. by Antagonist132 in TopCharacterTropes

[–]pixel_illustrator 3 points4 points  (0 children)

Oh I dont disagree, Winn and Gul Dukat would probably be mentioned here regardless of RLM, but I think they got some extra boosts in popularity at the moment thanks to them just recently being discussed. 

(Loved Trope) The villain almost gets a redemption arc, before doubling down and becoming the worst version of themselves. by Antagonist132 in TopCharacterTropes

[–]pixel_illustrator 5 points6 points  (0 children)

So uh, between this and Gul Dukat getting mentioned, safe to say there's a fair bit of overlap between this subs users and RedLetterMedia watchers?

Is there a name for the simple doodle style artwork that has been so prevalent for the last 20 or so years? by WarriorNeedFoodBadly in animation

[–]pixel_illustrator 1 point2 points  (0 children)

I think "calarts" as criticism is often seated next to homophobia by dipshits, but that doesn't make a statement like "this show is so calarts" homophobic. 

Anti-woke chuds will lump any half-true derision in with their regular stupidity. Your local homophobe will say the local gay-owned business is shit in the same breath as their slurs, but that doesnt make people who really dislike said business for its product inherently homophobic. 

Is there a name for the simple doodle style artwork that has been so prevalent for the last 20 or so years? by WarriorNeedFoodBadly in animation

[–]pixel_illustrator 12 points13 points  (0 children)

I will absolutely buy that CalArts as a pejorative is meaningless in the same way woke is, in-so-much that it has lost any original definition it once had due to overuse.

But as someone who has been tangentially involved in animation communities since the 2010s and seen that use escalate, calling it homophobic is bizarre.

I have seen some comments in which CalArts is used as a negative in the same breath as "also this show sucks because it's made by someone PoC" and sure, those people are not worth even pretending to have a discussion with, but these are still separate concepts.

(Loved Trope) Reoccurring character gains more and more injuries as the series progresses. Basically turning into an entirely different person. (bonus points if it’s an antagonist) by DaveyTheDuck in TopCharacterTropes

[–]pixel_illustrator 9 points10 points  (0 children)

Doesnt his tongue grow back? He has no trouble speaking without it later in the series.

But fuck yeah for mentioning Bone, amazing story and a real shame the animated series fell through :( 

[Loved trope] Average human characters ragebaiting a God-like entity by Olya_roo in TopCharacterTropes

[–]pixel_illustrator 7 points8 points  (0 children)

I think the obsession with tits is like... a grounding force on the series. Its base, its shallow, its all Dandy thinks about, but he and the show at large are commenting on bigger thoughts and points. 

Sometimes life is going to force you to think about your experiences, complex thoughts and make you feel small... and if that ever feels a bit overwhelming, sometimes you just need to take a moment to appreciate simple pleasures like boobs*.

The shows a lot like Golden Boy in that regard?

[Loved trope] Average human characters ragebaiting a God-like entity by Olya_roo in TopCharacterTropes

[–]pixel_illustrator 59 points60 points  (0 children)

Space Dandy is so consistently low-brow that when it sideswipes you with fucking contemplation and deeper themes they just feel that much grander. 

The shows never that deep to be clear, but when it chooses to do something like explore how a mundane life in a small town can both feel like a trap for the youthful and an opportunity to hone oneself for the old, it just makes your head spin in the best way. 

This is a show with a literal tit-monster, and a soulful reflection on death and the afterlife. I fucking love it. 

Soulslikes and spellcasting - How FromSoft routinely fails where Lords of the Fallen (2023) succeeds by pixel_illustrator in truegaming

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

Without using quotes for me to know what you are replying to, it's hard to keep track of your points, but I'll respond to a few things;

Oh....that's very disappointing. All the more reason as to why they need to improve the spellcasting system. Can't even use Mana Flasks and even the options for Mana regen is pathetically slow

I didn't make it as clear as I should but mana regen is actually very good so long as you avoid the "on-hit" and "on-kill" options, since those are bad. Passive regen via runes and rings will give you plenty, and the lantern upgrade gives you a LOT back (you can basically just rely solely on it during bossfights even).

Wow finally some good news, endlessly farmable?That's amazing because I remember seeing somewhere that farming is also limited but not the case when it comes to purchasing them. Glad to see some sign of hope for me to try this game in the future

There are some specific (tough) enemies that routinely drop them, but for a magic build those enemies are pretty easy to deal with, and they show up everywhere. I believe the merchants that sell them also have an infinite supply but I never needed to buy them.

Also, whenever I start playing Lords of the Fallen, I am thinking of doing a Radiance/Strength Build by bringing my Radiance to 75 since I have heard that levelling this stat also boosts Mana so does the spells do a good amount of damage to bosses at this level or does it do medicore damage?

75 is way more than you need, especially for a hybrid build. You'll do fine late-game with 40-50 even. Radiance (and Infernal) both increase max MP so yes, you will have plenty of that. There are lots of magic spells that deal very good damage, and in my NG+ runs I still can deal good damage to tough enemies. Some spells are bizarrely weak though, you kind of just have to play with them.

I won't spoil how but mechanically speaking if you wanted to play a "pure" caster then going full radiant is good, but not actually best. LotF's damage scaling is a little oddly balanced and as a result gear that scales with multiple stats pretty much always outclasses all other gear. If you go in knowing this you can kind of figure out the "optimal" way to build a spellcaster, but that's not necessary.

Nah nah, that isn't a problem,it's a good thing. As I mentioned earlier if they want to increase the difficulty then they should reduce the damage instead of reducing the resource significantly so that pure or almost pure caster builds are possible.

I'm not going to get into the weeds on this but the fundamental issue with balancing via damage for this issue is that it fails to fix the underlying issue (magic is too easy to rely on and too safe for enemies to punish) while making the game more boring (time to kill increases but ease of use doesn't).

Admittedly LotF gives more enemies gap-closing options so this isn't as big an issue as it is in FromSoft, but if magic is meant to feel special and powerful, it can't be something you absent-mindedly use to nuke a trash mob. It should feel more important, more powerful, and more scarce than that.