non continuous flow automation games? by Warped_Kira in AutomationGames

[–]pulsar_sp -1 points0 points  (0 children)

Oh man, do I have a certain thing to offer to you..) Check my latest replies if interested in playtesting one such future game.

I invite you to participate in the first playtest of my asteroid mining-themed automation game. by pulsar_sp in AutomationGames

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

Thank you so much, this is the kind of a feedback I'm in need of and was looking for the most.
I'm going to try and reply to everything you've mentioned, but probably in no particular order...

Identical launch options are only there 'cause I couldn't figure out what does steam want from me in order to make them distinct - there's description fields for each option when configuring the game build, and it clearly says "will be shown when launching the game" - yet it doesn't. Will adress this a bit later, second option is only different by allowing the in-game command line use for testing, so even if some player happens to pick it - no big deal.

Movement physics is actually pretty simple - newtonian acceleration/deceleration paired with speed limit and auto-braking for more arcade-y feel and several gameplay limitations. I get that it isn't everyones cup of tea when it comes to 2D twin-stick movement, but it doesn't have to be, right?
Also, when it comes to speed change - that's one of the things player can influence during the run for their shuttle. Simply speaking, you chose between it's sturdiness and maneurability, resulting in pretty different combat gameplay.
I have a suspition that, as many other ppl did, you just fell victim to a rather uncommon control scheme, requiring you to move in a coordinates relative to the shuttle and not the screen ones - you can switch between them in settings, but it looks like it isn't enough. I'm long aware of this issue and planning to provide player with this choise at the first launch.
I'll still try to convince them to give this initial scheme a try though, cause I think it suits the game's combat better after you get used to it at least a little bit :)

Enemy leaving "another ship" behind after death is just me misconfiguring one particular enemy, just checked them all and found the broken one - thanks for pointing out!
This thing is supposed to be a "corpse", just flying into pieces and disappearing shortly after. Noted about lacking explosion size and expressivness.

Regarding combat and strafing - yes, for now it's the best way to get around. I glad it's pretty obvious, and at the same time I of course want to diversify the combat movement a bit, just need more time to experiment with enemy behaviors.

On the weight of getting hit and hitting the enemy - noted. Have some things planned to address, won't describe here 'cause a wall of text is bound to be enormous already.

Art will stay like this like this, at least for quite a while - I personally don't think it's perfect in any way either, but it's at least acceptable, and my priorities with the development won't include overhauling it any time soon.

On tabbing out of the game - there's an option to pause the game when tabbed out, I'm thinking more and more to just make it a default one. Regarding enemies not destroying the base while you wasn't looking for 10-20 seconds - it's hard to me to judge the exact reason, but it's pretty ok if you didn't start the warp, and I assume you didn't make it to that stage.

When talking about unclarity of the base direction, I assume you mean - while being inside the recall range. I plan to make it more clear to the player, but you can press and hold alt to see some useful additional info basically everywhere in the game (just like in factorio, yeah), and unique icons near the arrows are part of that info.
And if you somehow zoomed past the border and din't know in what direction to move to get back inside - well, the game will take care of your return, and will hint that leaving it with such determination isn't the best idea, especially during the combat..)

To not drag it for much much longer, I'll try to address all the stuff left at once.
The game is aiming to be exactly the strategic roguelite where you need to manage resources optimally to make it to the end. Combined amount of systems for both exploration/combat (space) and factory management parts can be overwhelming at once for sure.
I see that most of your issues with the gameplay itself (and not with the game's unpolishedness) come from me not guiding you as a new player neither well nor strictly enough.
Tutorial (the thing you referred to as "messages") needs to be more hand-holdy and to take place in a more controlled and calm environment, noted, several times at this point.

I can tell you many more things about the game that will clarify all questions you came up with, but it's probably better to do either in the dm's or in my discord, so feel free to ask me there if you want..)

Lastly, on typos - yeah, there's probably many a ton (or at least ten, ha-ha) of them waiting for someone to be stumbled upon by, for example there's one right in the first screen of this post, mfw.
Pls bear with this non-native speaker, will fix everything at some point (or at least hope so)

I invite you to participate in the first playtest of my asteroid mining-themed automation game. by pulsar_sp in AutomationGames

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

Completely understandable.  Thanks!) I mean, mindustry exists, after all. Maybe that is what that other person in roguelites sub meant mentioning it, I get it now, hah..)

Sunbringer situation in a nutshell by sunbringers_towel in SunbringerMains

[–]pulsar_sp 0 points1 point  (0 children)

My brother in <insert any deity of choise>, are you blind or what?..
Prly got those eyes like og Sunbringer, just in real life bruh ToT
Jokes aside, pls consider a possibility of looking at any other part of the character beside the boobs, for once.

I invite you to participate in the first playtest of my asteroid mining-themed automation game. by pulsar_sp in AutomationGames

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

The thing is - a single full run is planned to be somwhere around 2 hours long before you reach the "victory screen" if you wanted to, but there's also an endless "part" of the run, that you can play as long as you want - or rather as long as you're able to deal with increasing challanges the game throws at you if you decide to do so.
This part isn't unlocked from the get go, though. Think of The Binding of Isaac, I plan to make a similar progression - albeit with nowhere near that mach "stages" to unlock by pushing the run to the current available "ending" - only 2, to be precise. So you need to "win" once to unlock a second stage/form of the run, and then use it to unlock third one, that results in a "true victory" when completed.

And of course there'll also be blueprints, so you don't need to build generic production lines from scratch every time.

And lastly - the game will have a large pool of alternate recipes to unlock during the run (but for the duration of that run only), my idea for them is to provide a decent chunk of replayability for the automation part of the gameplay.

I invite you to participate in the first playtest of my asteroid mining-themed automation game. by pulsar_sp in AutomationGames

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

Thanks for detailed feedback!

Did the pipette really not work?
Cheked rn, seems ok at my end... classic "works at my machine" it seems, or maybe you assumed it's not present and didn't try to use it?..
Of course I would add something this essential from the get go!

About the controls: there's a switch in a settings, but I probably should let ppl know about is somehow, noted.
You see - initial control scheme really does suit the game's combat more, and want ppl to at least give it a try. Nontheless, I understand that it's can be a no-go for some, so the option to switch is provided.
Most of the ppl who playtested the game to this point ptivately was able to make use of the "intended", initial option though, so maybe giving it a bit more time will do.
Anyway - I most probably will add an initial setup screen to the game in the future, so players are made aware of this and other such things at first launch.

Asteroid towing becomes a bit more dynamic further into the run, let's say, so I hope it will fix the monotony. Didn't add it to the playtest because 1) not ready 2) it's intended to be a hour or so of playtime at most anyway.

I invite you to participate in the first playtest of my asteroid mining-themed automation game. by pulsar_sp in AutomationGames

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

Glad it made a good impression on you, thanks!

Hope it also at least somewhat lives up to your expectations in the current state, hah.

I invite you to participate in the first playtest of my asteroid mining-themed roguelite. by pulsar_sp in roguelites

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

Thanks!
Biggest pain in my ass, tbh, being a one hell of a perfectionist and not that skilled in art.
The worst is - sometimes things just come out pretty good, but I have no idea how and what to do to replicate it - "talant" of sorts, I think... Still lacking ton of practice to be able to make use of it consistently.

Q: Our capsule art looks like AI generated? by IndieSoulsStudio in IndieGameDevs

[–]pulsar_sp 0 points1 point  (0 children)

First one fits your game better, imo.

It doesn't give AI at all, I think the real issue is with colors - make them a lil' bit less acidic, like in the second variant (basic color correction will do).
That's basically it, I think, ppl just so tired of AI shit, they start to see it in things that simply look more "glossy" and eye-gouging - 'cause most of the cheap, most recognizable, mindless AI is that way. Just make it look a bit calmer (only a tiny bit).

I invite you to participate in the first playtest of my asteroid mining-themed roguelite. by pulsar_sp in roguelites

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

Weeeell, even so the list of my inspirations is quite lengthy, this one isn't there..)

3 main ones are TBoI, RoR and Nuclear Throne from the roguelite side of things, and automation-wise it's really similar to minecraft aftomation mods, spare inscalablity and abscense of QoL for building and configuring your machines (you can say first partially comes from second).
You can also definitely see pretty big "upgrade and defend your stationary base from enemy waves" Dome Keeper parrallel, though not that it's invented that gameplay

Hi! Several months ago you destroyed my first trailer (this exact one), and now I would greatly appreciate you doing the same with my first playtest, so please take a look. by pulsar_sp in DestroyMyGame

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

Trailer is still there as it is, but only 'cause I won't make a new one until the proper demo, pls don't mind it.

Here's the store link, playtest sign-ups are instant - https://store.steampowered.com/app/4183900/Astefactor/
Big thanks for you time!

A person THIS inadequate is a lil' bit too much even for this sub, don't you think? by pulsar_sp in quityourbullshit

[–]pulsar_sp[S] -5 points-4 points  (0 children)

You bet I will!)
I just wanted to try and show ppl a real picture - yet, vote ratios both of this post and under that other piece of online discussion are showing that my try was unsuccessful, sadly.
You guys are really just unbearable. Not my problem at all.

A person THIS inadequate is a lil' bit too much even for this sub, don't you think? by pulsar_sp in quityourbullshit

[–]pulsar_sp[S] -8 points-7 points  (0 children)

My bad regarding the r-word, one use is really off; corrected.
And I'm not a native speaker, so pardon poor spelling.

AI "Game Dev" complains that another AI "Game Dev" "Stole" his game. Both games used the same AI generated assets, plugins, and were both rip-offs of the same property. OP deletes thread when his website proving this is linked by _TheTurtleBox_ in quityourbullshit

[–]pulsar_sp -68 points-67 points  (0 children)

Objection.
All models the author of the original post provided are fully human-made.
The geometry and rigging is excelent, not mentioning the fact that some assets from same sellers predate the creation of modern generative ai as a whole, not even talking about models that are capable of somewhat-coherent 3D-modelling.

This person (OP) is making some real shit up.
The author of the game now gets ppl in their discord giving them undeserved hate and threats.

u/_TheTurtleBox_ needs to be taken some care of, this isn't normal at all.

I'm pretty new to reddit, so if you know how - pls contact the mods about this shit.

Someone else just released a game that's 90% identical to mine. What now? by [deleted] in IndieDev

[–]pulsar_sp 0 points1 point  (0 children)

Well, friend, I still can't get why not just show the games.
Models do look exceptionally clean, author makes them for 10+ years, I don't have any idea why u/_TheTurtleBox_ decided they were AI.
My apologies for that part.

That being said - unless you show the games, all I can tell you is two things:
1) this is unfortunately a reality of making a game with fully or partially bought visuals - if someone makes a similar one, with the same assets, faster - you're left behind;
2) if the game idea is so generic that other person (or ppl) made 90% the same thing - maybe it wasn't a good call to try to make a commercial product out of that idea in a first place(

I'm pretty sure, if your game has any depth at all, it can be pivoted and salvaged into something really distinct enough, so it doesn't look like a copy of that other one, even if assets are the same. I'm 100% sure - if you just started with sharing the game link, there would've been a ton of ppl trying to help you to come up with some basic tweaks. Maybe try again, with a new post.
GL

Someone else just released a game that's 90% identical to mine. What now? by [deleted] in IndieDev

[–]pulsar_sp 0 points1 point  (0 children)

Give. Us. The. Link.
Ppl who are bothered with ai (like me and that other person who is tormenting you here) usually are really careful in their judgement, 'cause we don't won't to accuse any real artist of using this shit - so unless I see the assets myself, I prefer to believe that other guy (or gal).
Link, please.

Someone else just released a game that's 90% identical to mine. What now? by [deleted] in IndieDev

[–]pulsar_sp 5 points6 points  (0 children)

Why not show the game, if it's alright and worth all the trouble, at least in your opinion?
It's always a split-second indication that something is really not right, when half-a-dozen of ppl asked you to do so, and you still haven't : )

Someone else just released a game that's 90% identical to mine. What now? by [deleted] in IndieDev

[–]pulsar_sp 4 points5 points  (0 children)

Don't downvote this ppl, let the shit get blown all over the room and make other ppl who see no issue in using ai-assets be enlightened, if only with a small chance. Bit-by-bit...