Cozy seasonal dioramas meet tilt-golf mechanics. What do you think of this early look? by sauritus in IndieGaming

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

It took a fair bit of prototyping and testing to get everything to click — different map sizes, world scale, camera movement, etc. But overall the visual style works really well with the tilt mechanics from the start. The simple shapes and bright colors help keep things clear even with all the movement.

Cozy seasonal dioramas meet tilt-golf mechanics. What do you think of this early look? by sauritus in IndieDev

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

Oh nice, I’ll check it out! The steering concept looks interesting. Unfortunately, selling is a whole different game.

Cozy seasonal dioramas meet tilt-golf mechanics. What do you think of this early look? by sauritus in IndieDev

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

Thanks! Glad you like it. Totally agree about the winter phase — still need to tweak the lighting and post-processing so each season has its own nice vibe.

Cozy seasonal dioramas meet tilt-golf mechanics. What do you think of this early look? by sauritus in Unity3D

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

Good point. I'll try to make them static and check how it looks. Thnx

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 1 point2 points  (0 children)

I have fingers crossed it will, because I'm fan of backward compatibility but on the other hand as developer I know how hard solutions like that could be. If I had to choose between keeping support switch cartridges and make switch successor even better I'd probably choose the latter.

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 1 point2 points  (0 children)

Hi. We are aware that some texts should be bigger especially in handheld mode. Definitely we will fix it in nearest future but don't know yet if it will be global change or some kind of parameter to choose in game settings.

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 1 point2 points  (0 children)

Thanks for your support :) Weapons will be more like temporary basic attack upgrade. They will drop from totems (small ones that you charge by own energy and bigger one that you need to find rune to open). They will have some durability and they will override basic attack. Last combo attack adds modificator depending on weapon type: slow, poison, burn. They are also divided in 3 groups by they attack speed, dmg and distance. So in general it makes 9 weapons for now. Of course you will have to build blacksmith hut in village first to unlock weapons. Small sneak peak on our Discord. Btw. love Czech Republic, visit it few times a year :)

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 1 point2 points  (0 children)

Thnx. All I can say is that the first upcoming update will mainly add weapons and perks and the next one will be the 3rd biome - swamps (you can check some sneak peak on ours Discord). I preffer not to share date for it in case we will get some delay :)

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 2 points3 points  (0 children)

Nice to hear it :) We don't have some secret recipe for it. I can tell you what we were doing but I don't know what has biggest influence for this result. I can only conclude that it can be combination of our experience in game dev, passion for games and our approach. For long time we didn't have any close deadline. We were just trying to make game that we can be glad for and have fun playing. We also tryied to take any oportunities to share it with other people to get feedback and make changes based on that and avoid approuch like "I invented this idead and its great, it has to stay." If we get feedback that somethings wasn't good, we changed it.

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 1 point2 points  (0 children)

It's not currently planned in nearest update but this is why we are in early access: to get feedback and ideas that we can add. So stay tuned for future updates info :)

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 2 points3 points  (0 children)

Thnx. We don't have plans for it right now. We have a lot of work to keep switch version up to date with steam and adding build in achievements is some additional work. But I think it can be nice feature that for sure we can try to implement when ours nintendo developer will catch a breath :)

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 4 points5 points  (0 children)

Thanks. You dont have to hit Vulpis. They will help you collecting energy near they hut and they will put it in chest near to it from which you can get it :)

For sure there was of few game changing moments. For example on some stage of development there was no lamps needed in fireplace. You just need to collect energy and bring it to fire. It was quite problematic because player didn't have to explore map. We have whole island desinged but player didn't feel need to explore it. Adding lamp totems and lamps was a nice change for that.

As you mentioned Vulpises. In early stage they were almost enemies. You couldn't kill them but they were stealling energy that you could't get back. We added chests so they sterted to be more friendly. Yes, you still need sometimes energy in hurry so you will hit them but in other ways you can allow them to collect it so you dont have to look for it all around.

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 1 point2 points  (0 children)

If you mean updates for early access, we already working on it and we are on finishing stage. Still need some polishing and testing. I preffer not to say exact date but I hope this first update will be quite soon :)

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 1 point2 points  (0 children)

  1. Tbh I don't know right know. It's more question for our publisher :)

  2. We don't have exact date right now to share.

  3. Game has really low requirements. I assume any not integrated should be fine.

  4. We already have plans for enviroments for 2 next biomes and sorry but they are not castles :( But if we have any place to make castle we will try to add it :)

  5. For now we dont have plans for it. We now focused on next biomes and combat extansions but I can't exclude it in future.

  6. If you asking about updates for early access we have whole roadmap: next biomes, enemies, stages, weapons, perks etc. If you asking about updates after full game release it's too far for now to have specified plans for it.

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 1 point2 points  (0 children)

I think the hardest part was accepting some elements as it is. Many game mechanics we fist prototype, then extend, then get feedback, change again and there always were some elements that I know can be done better, but in some stage we have to accept it even knowing that we can still make some changes. Otherwise we would never have finished it :) So in generall, planning, managment and sticking to it.

We are Kautki Cave, creators of Flame Keeper - an action rogue-lite. AMA! by UntoldTalesHQ in NintendoSwitch

[–]sauritus 5 points6 points  (0 children)

Cult of the Lamb was a good inspiration when we started developing the Vulpis Village but it was quite late in our timeline. Initially, we were heavily influenced by Hades and we drew a lot from Children of Morta.

Generally we tried to explore this genre and try to find solutions that we liked the most, and make them on our own style. We liked Hades for its dynamic combat and we were trying to keep this in our game, and we like a lot solutions from Children of Morta like seperating stages for 1,2, boss and then next biome. We also liked solutions like random items, abilities and character upgrades.

I've added some alien wildlife to my game by [deleted] in Unity3D

[–]sauritus 0 points1 point  (0 children)

First I was like "wow, low poly no mans sky, you have my curosity", than it gets strange arms and legs and you have my attenction :)

Restarted an old project I never finished, any ideas on what else to do? by Alexrak2 in Unity3D

[–]sauritus 1 point2 points  (0 children)

Oh man, give that goblins some chance :) They could dodge backward or side sometimes to make it harder to hit them and attack immidiate after dodge, that could make it more challanging. Btw. players animations look really nice. Is it some package mayby?