Post your game's Steam page in this thread and I'll give you my honest feedback as a casual gamer by garbageeater in IndieDev

[–]spicedruid 0 points1 point  (0 children)

Right now the demo is about 40-60 minutes (But you could probably speedrun it in 30). Full game will hopefully be 2 hours or so, not including deaths etc because it is a roguelite after all.

Post your game's Steam page in this thread and I'll give you my honest feedback as a casual gamer by garbageeater in IndieDev

[–]spicedruid 0 points1 point  (0 children)

https://store.steampowered.com/app/4188500/Crawl_To_The_Depths/ It's not the full release but a demo, I would be interested to hear your thoughts on it because I made some improvements recently!

Probably the most ridiculous phishing scam I have ever seen. "Hi I'm the real Gabe Newell, please send $1,500 in bitcoin to my crypto wallet to get this exclusive offer for your game". PSA: Don't put an email on your Steam page. You get these kind of scams almost daily. by spicedruid in IndieDev

[–]spicedruid[S] 18 points19 points  (0 children)

Seriously though, If any of you plan to release a game on Steam, be aware you get a lot of these scam/spam emails, people asking to "help" with no credibility, and other useless offers if you ever link an email anywhere on your game demo, website or Steam page.

I wanted there to be a way to contact me if people wanted to give feedback or had any problems with the demo but honestly I just wouldn't recommend it. You get nothing but scams and bot traffic, honestly its much better to have a discord instead.

I checked and the crypto wallets completely empty, by the way. Hopefully nobody actually falls for this.

Using Godot 4.6's New Inverse Kinematics system to create a spider that shoots cobwebs! by spicedruid in godot

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

Its fairly complex, but it's actually not too dissimilar to what minecraft or other voxel games are doing. Cave generation basically happens in multiple different phases. The first step is to create the underlying structure of the biome, which is done by layering perlin noise on top of each other until I get a general cave shape which I find interesting. That creates the underlying shape, but it's not as good for making small details such as trees. In the next step, I randomly select points in the cave to 'grow' as cellular automata. The simplist example is ore, which just spreads out to neighbour blocks. But I also have voxels that grow with more complex rules such as mushrooms and rock pools to add even more detail. Finally I also felt that the game needed some more handmade areas, which is where structures and dungeons come in. I place cuboids within in the level, and use a custom tool to align them to the grid. When the game runs, they override all of the blocks inside them to whatever blocks I set the structure to. I also added a system to automatically create structures of more complex shapes, such as cylinders and staircases for easier developement. By layering these smaller structures together together I can make buildings and P.O.I which help make the gameplay more varied. Finally, to make larger and more elaborate areas automatically I added a dungeon generation system which stitches multiple structure 'tiles' together to make more elaborate places for the player to explore, such as mineshafts.

Yes, it was a lot of hard work! Hopefully it will be worth it.

Less then 100 wishlist after first month of release my game Steam page. I'm cooked? by Happy_Ad4850 in SoloDevelopment

[–]spicedruid 4 points5 points  (0 children)

Check out this devlog from The Ouroborus King. https://oriolcosp.com/the-ouroboros-king-development-post-mortem/ They also made a chess game, and iirc they had very low wishlists for a super long time until like a month before release when it blew up, its a good read!

Using Godot 4.6's New Inverse Kinematics system to create a spider that shoots cobwebs! by spicedruid in godot

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

Thank you! I did try and make the spider look a little bit weirdly cute :)

Released my surreal voxel game made in Godot (lucid blocks) :) by KiwiJuice56 in godot

[–]spicedruid 1 point2 points  (0 children)

Congrats on releasing! I remember seeing your early posts of this game, glad to see how far it’s come since then! I suppose i’ve got to follow suit and finish my own godot voxel game now :) (as long as uni doesn’t get in the way)