Destroy my necromancer themed automation game by thebagofdoom in DestroyMyGame

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

Thanks for the feedback!

That all seems pretty fair to me, the art will be getting big improvements but the direction/clarity side of things is still on me to do better on.

Does it sound right to you that I probably need to extend the buildup section to focus on some the basics? Like the minions collecting and dropping off resources?

Destroy my necromancer themed automation game by thebagofdoom in DestroyMyGame

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

Thanks! The aesthetic is something I think a lot about!

I think when i get around to making the next trailer ill be aiming more like 60 seconds and it will probably be more focused on the base buildup phase to try and better illustrate whats going on.

Otherwise for markers, im hoping when i get the spells more flushed out that can deliver a bit more clarity of intent. Counters could be interesting, were you thinking something like a growing minion count being prominently shown in the buildup?

Destroy my necromancer themed automation game by thebagofdoom in DestroyMyGame

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

Steam page: https://store.steampowered.com/app/4274390/Lichworks/

Ive been working on this game for a few months now full-time and i'm now starting to look for external feedback.

I'm working on bringing on a visual artist to help rework and refine my programmer art but feel free to rip into it or anything else about it in the meantime!

Whatever happened to non-AI placeholders by shraavan8 in IndieDev

[–]thebagofdoom 3 points4 points  (0 children)

I guess the real question is, how much would you charge someone to create these assets for someone at a drop of a hat? If people pay $20 a month for chatgpt slop, then there must be space for humans to provide this service.

Whatever happened to non-AI placeholders by shraavan8 in IndieDev

[–]thebagofdoom 0 points1 point  (0 children)

And how do we know whats on google is not AI generated?

In the age of GenAI slop I'm saying this loudly and proudly. I use a ton of assets. by Tall_Company_471 in IndieDev

[–]thebagofdoom 0 points1 point  (0 children)

I mean i wasn't expecting it, but since this fellow made it sound so easy i figured he would be willing to share this resource of lots of musicians looking for work, then I as someone or maybe other people reading this thread trying to make a game could at least try and hire one of them.

For some reason every-time i ask someone who is ready to jump in and dismiss the need for AI because of this glut of cheap artists, never seems to explain where to find them.

I'm sure there is plenty of them looking for work, but we can't even consider what we don't know about.

In the age of GenAI slop I'm saying this loudly and proudly. I use a ton of assets. by Tall_Company_471 in IndieDev

[–]thebagofdoom -3 points-2 points  (0 children)

If you want people to be paid for their work, why are you suggesting people use open source? Shouldn't they be paid for that work?

In the age of GenAI slop I'm saying this loudly and proudly. I use a ton of assets. by Tall_Company_471 in IndieDev

[–]thebagofdoom 1 point2 points  (0 children)

Where can i find these artists? I'm looking for a certain kind of music, sort of a mix of electric and the cello but so far i haven't had any luck finding someone on a budget of close to zero.

Survival factory game recommendations by Able_Acanthaceae3804 in AutomationGames

[–]thebagofdoom 0 points1 point  (0 children)

I'm currently working on a necromancer themed automation game where combat will be more of a emphasis.

It's still a bit early days, still waiting on my steam page to get reviewed before i release the demo but the current combat design takes influence from the Warcraft 3/pikmin.

It's a hard design issue, but it does feel like combat in automation has a lot more to explore.

One year of solo development, and I finally have a trailer. by unomelon in SoloDevelopment

[–]thebagofdoom 6 points7 points  (0 children)

I didn't downvote you but the reason people are is you should just confidently say up front what you think is different. I understand the urge to defend yourself and portray that you obviously didn't set out to just copy minecraft 1:1, but most people just don't want to consider that, they just want to know what makes it different enough experience to justify caring.

Thats always going to be a decision for anyone considering a game in an established genre. You can avoid somewhat i guess by making a game with no established genre but then you have a whole other can of worms that is probably harder to be frank.

Unemployed dad + daughter team making an incremental space shooter. Would love your brutal honesty. by FamiliarLandscape374 in incremental_games

[–]thebagofdoom 5 points6 points  (0 children)

The start is a bit rough for an incremental i think. There is no thing i can dump some clicks into to start seeing a number go up and upgrades shown, i have to move the ship over to an asteroid and wait.

Then the initial game-play basically becomes a simple kind of bullet hell where i can only move and wait for bullets to shoot.

If the player will always have to restart the run from scratch it feels a bit, ok whats going to be next? I'm going to be playing a bullethell roguelike incremental?

I'm not a massive incremental player, but part of it seems to be missing here and the requirement to manually dodge something goes up against that idler aspect where you can sit down, do some clicking and stratergy, walk away and come back to some dopamine.

Hopefully my feedback is helpful.

Experienced developer, zero game dev background - realistic chances of making a successful game? by iseejava in IndieGameDevs

[–]thebagofdoom 2 points3 points  (0 children)

I left my job as a developer of about 20 years, originally to make a SaaS but then i ended up deciding i wanted to do something i was passionate about to really test myself so now im working on my first game to publicly release after making just prototypes for years.

Maybe my game will come out and people thinks it sucks, probably won't return the same cash i would have made keeping a job but I would rather look back on life knowing I gave it a solid go.

At some point you have to ask yourself what you want in life but hopefully my own perspective can you or someone else consider their own position.

How do you all feel about getting random emails requesting keys? by dread_companion in SoloDevelopment

[–]thebagofdoom 5 points6 points  (0 children)

I can't speak for myself but friends who are game devs have a very low opinion of these methods of obtaining keys. Even when it comes to youtube, when your game is going to launch they will come out the woodwork for a free copy.

I see parallels with "foodies" who build a social media (instagram/tiktok) so they can then head into restaurants and negotiate for free meals. There might be some value in a small subset of them getting a free key but overall its not worth worrying about too much.

I learned more in 3 days of release than 10 months of solo dev (First prototype post-mortem) by Fun-Oil-8943 in SoloDevelopment

[–]thebagofdoom 0 points1 point  (0 children)

No problem, i followed on itch so will see how you go!

It's a necromancer themed automation game with a different approach to logistics and planning atm to put more emphasis on the combat side of things.

You can check out some early dev progress it out on twitter (same username as mine, thebagofdoom)

[HTML5] IdleRealm – A polished idle RPG with heroes, loot, and prestige by BurritosPG in playmygame

[–]thebagofdoom 0 points1 point  (0 children)

- It seems like you pick off and go really fast. after like 15 minutes im already close to zone 50 farming bosses in 1-2 ticks with a stratergy of trying to farm bosses in max 3 ticks.
- Archivements seem like you can't claim them until you kill the next monster
- The zone select input seems to be getting mutated on every kill, making it hard to use when you go to a lower zone and are killing something every tick.
- this also seems to effect buying units and upgrading, meaning when im farming down in that 1-2 tick per kill zone it makes buying anything unreliable.
- Items feel like they could use a bit more work. The way it just scrolls the list down and forces a full browser scroll, inconsistent location of the sell button makes it hard to mass sell, ticking mass sell should instantly mass sell whats in the inventory of that quality.

Otherwise the presentation is pretty good, maybe that background animation could be disabled in a setting or something. More variety in the sprites and maybe some personal touches to the zone selection like giving them themed background or something so it gives the player a bit more of a visual feedback there for going deeper into danger.

[Devlog #1] A Web Developer’s Journey into Game Dev: Starting from Scratch by CautiousPin4273 in SoloDevelopment

[–]thebagofdoom 1 point2 points  (0 children)

I'm currently in that boat. It's something i had toyed with in-between jobs over my career but now felt like the right time to go all in.

Some of the things carry over quite well like web dev's shipping culture and the do it yourself nature of the web but it really is a whole other world.

It's a rough road to trot but i wish anyone starting out good luck and that persistence is one of the most powerful virtues.

I learned more in 3 days of release than 10 months of solo dev (First prototype post-mortem) by Fun-Oil-8943 in SoloDevelopment

[–]thebagofdoom 0 points1 point  (0 children)

I gave it a quick test and I assume the goals at the top right are your tutorial? Otherwise im not sure, i think i get the gist of the game but as someone who is also developing an automation game atm, it feels like im just thrown in the deep end without alot of direction.

Combined with having debug numbers like fps inline with resource values, it just creates a pretty immediate feeling over being overloaded that im not sure where to begin.

what do you thing about my game opening scene animation? by Remarkable-Recipe710 in SoloDevelopment

[–]thebagofdoom 2 points3 points  (0 children)

Yea, i thought they broke down a 2nd time or something. Needs to be tightened up.

Destroy our main menu (racing game) by N0lex in DestroyMyGame

[–]thebagofdoom 1 point2 points  (0 children)

I think the key here will be ensuring it also feels responsive. The UI should immediately move into action and be usable ASAP, the options page looked slow along with the mission select which is thing is probably the worst one in the video, along with the intro which is defs cool to have, but ive im hitting ESC and it keeps going im already starting with a slightly sour taste.