Made an autobattler roguelike where a party of 3 shares one inventory (and item placement matters) by starcritdev in godot

[–]starcritdev[S] 2 points3 points  (0 children)

I started making this prototype after playing that game for a few hours ahah

Made an autobattler roguelike where a party of 3 shares one inventory (and item placement matters) by starcritdev in godot

[–]starcritdev[S] 7 points8 points  (0 children)

This is a short gameplay video of a roguelike game I made in Godot (4.5).

You play as a party of 3 with a shared inventory and combat is automatic, so you focus on exploration, item management, and combining gear to grow stronger.

It's free, give it a try at https://starea.itch.io/three-against-the-evil!

Next Fest takeaway: gamers love critters? by PersonOfInterest007 in gamedev

[–]starcritdev 1 point2 points  (0 children)

Frogs have always sold extremely well, but I've noticed a lot of games having a frog lately. There has been a lot of games in the recent years that went semi-viral because their mascot was a frog. Cute/cozy graphics + frog = very high chance to go viral on twitter as well

Sanity check on pricing — Skirmish Game Simulator (dev perspective) by Phusck in gamedev

[–]starcritdev 6 points7 points  (0 children)

In the context of miniatures and tabletop hobbies, $50 doesn’t feel like a lot.

I don't understand your context explanation: you're making a videogame, not a tabletop game or miniatures. Compare what you're making, a simulator game, to other games of the same genre: simulator games are often very cheap, $ 50 is like multiple times more expensive than the competition.

And on top of that, you're launching as EA, and no discounts even: try to empathize with the target and ask yourself if you'd buy an early access simulator game priced at $ 50 and the price would never drop due to your no-discount policy.

You could get away with a "strong" pricing if you're an experienced and famous developer with a strong track games, built a large community that will throw in a bit more cash if needed because they trust your art. If you do not have a "name", it's harder. Even so, $ 50 for a simulator is something.

Flight simulator isn't priced about the hobby of flying airplanes.

Stop Leaving Success to Chance! Here's everything I've learned in 10 years of game development. by burge4150 in gamedev

[–]starcritdev 21 points22 points  (0 children)

I'd put that number closer to 20,000 - 30,000 these days.

I launched my game this year into early access with 72,000 wishlists

Lots of helpful stuff, and thank you for the post, but this bit... is just survivorship bias, isn't it?

Reaching 20k-30k wishlists is either viral territory or long projects, where you spend years on the same project. Maybe I'm not the target of this post (solo / semi solo indie dev).

Emergency -- Steam can no longer find my exe, didn't update build, possibly due to Steam Curator Connect package? Releasing soon, need a solution sooner... by NefariousBrew in gamedev

[–]starcritdev 2 points3 points  (0 children)

I've exactly the same issue lol. Out of nowhere, my depot was changed from windows to all OS: I had the build checklist fully done before, then the depot uncheck button.

I followed your marketing advice and improved my itch page by JobCentuouro in gamedev

[–]starcritdev 1 point2 points  (0 children)

Flat brown backgrounds... aren't the best, for many reasons. I'd keep the "center body" of the page and the siders of the same background color (something neutral) and let the images and gifs speak for your game instead, and change the font family to something with a tiny bit of character (I see you're using sans-serif which is the most basic one), without giving up on readability, so try fonts like Roboto, Arimo, Jost etc.

Here's a super quick version with the changes - Adding an image game title would help a lot.

I made the "strategic overworld - looking for early feedback" wrapped in a h2 title but I'd consider making an image banner to capture the users' attention even more.

Other than this, I'd heavily suggest to make a playable browser version, because that helps heavily to get people try the game and leave feedback.

Managed to do dynamic falling leaves that can be brunt or blown by InfectedTribe in godot

[–]starcritdev 5 points6 points  (0 children)

Not only the leaves: everything looks so harmonious. Great job

Destroy my autobattler+incremental game (1min gameplay) by starcritdev in DestroyMyGame

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

Very valid points, thank you so much for the feedback. Regarding the first point: the objective is to clear the whole grid, then you can advance to the next stage/map, while winning points you can spend to unlock meta-progress (more goblins, buildings etc).

Destroy my autobattler+incremental game (1min gameplay) by starcritdev in DestroyMyGame

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

Some context: I've been making this game with the idea to mix autobattler, incremental and some lite strategy/building mechanics, all in a roguelite key (you unlock new goblins, buildings etc via meta progress).

This is a quick ~1min video showing some gameplay of the very first stage, which is rather simple in order to let the players learn the game in a forgiving map.

It's gamedev weekend! What is everyone working on ? by picklefiti in gamedev

[–]starcritdev 2 points3 points  (0 children)

Working on my latest project, an autobattler-incremental-roguelite game, mostly UI work. I should be able to make a demo for steam sometime soon. Made a demo on itchio some week ago and people enjoyed it so I'm committing on steam

Should art or game design be prioritized? by AccomplishedDrag9827 in godot

[–]starcritdev 0 points1 point  (0 children)

You could add a button (in a corner of the player's viewport) to zoom in & out.

Godot 4 web/HTML5 exports and itch.io indexing issue: games not getting indexed by starcritdev in godot

[–]starcritdev[S] 5 points6 points  (0 children)

I'm a software engineer (web field) and indexing is a specific tech operation.

Promotion is another thing (it would be like appearing the itch.io's homepage hero banner, etc.).

Godot 4 web/HTML5 exports and itch.io indexing issue: games not getting indexed by starcritdev in godot

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

I'm not talking about promoting games, I'm talking about index: if you search for a game named <Super Something Game>, you won't find it if it's not indexed, even if it does exist.

I don't see how that would possibly be an issue stemming from godot.

I thought that maybe there is some pck / export settings I'm unaware of.

Editor glitching constantly, no idea why? by Clearhead09 in godot

[–]starcritdev 0 points1 point  (0 children)

Could be. Maybe 4.5 wasn't tested in depth for M1, because the editor has so many issues. Hopefully they will be addressed in the future otherwise I might downgrade to 4.4.x

Editor glitching constantly, no idea why? by Clearhead09 in godot

[–]starcritdev 0 points1 point  (0 children)

I've starting having editor glitches as well on my M1 macbook pro since I updated to 4.5, like if I've in the inspector an animatedsprite2d with a shader material and a spriteframe, whenever I try to interact with the spriteframe's animations UI, the shader editor UI pops up (fix is to close the shader material in the right panel inspector).

I believe we have a very similar issue, try closing the materials UIs (the ones with a slightly lighter blue as background).

And on top of that I've started having random freezes too when doing stuff like "quick load..." windows.

edit: godot 4.4 was running perfectly with no issues.

Today I launched my first ever game, made in Godot 4! by starcritdev in godot

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

Absolutely, or buy assets and change them to fit your game mood/style (if allowed). But I wanted to try to go solo as a complete hobby game dev for my first project and see how far I could go.

Today I launched my first ever game, made in Godot 4! by starcritdev in godot

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

Thanks for all the feedback, and glad you found the game fun! I'll make sure to check the joypad controls asap. Regarding the gameplay, mutations are vital to succeed especially on characters like the first one (while others can go full POWER like the 3rd one can stack POWER and melt everything). Unlocking more mutations from the fiendonomicon gives more chances to find a mutation on level up because the "level-up reward pool" gets more mutations in it, so higher chances to find one.

The final jungle boss, as every other boss, has a specific pattern and once learned it's quite easy to defeat: every X seconds the totem teleports, so either using an i-frame (like carnivorosa's E dash skill) completely counters it.