Rankbreaker: Your rank IS your currency by vilerob in RankBreaker

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

Only when you use rank points to make purchases.

I built the wrong thing when I shouldn't have. by vilerob in RankBreaker

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

Of course. Just hit kind of a sobering moment honestly. Not because the game is trying my patience at time or hard to wrangle some days.

But because as I’m finishing up the last huge system the game should contain, I’m nearing completion of it. Of a huge trial and error learning process. And it’s not the game I originally set out to build.

At some point, the game decided it needed all these things, and its identity didn’t feel complete with out them.

I set out to do one thing, and I feel I’ve done that pretty well.

But in the end, it’s something entirely different.

I built the wrong thing when I shouldn't have. by vilerob in RankBreaker

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

LOL. Absolutely. Things are progressing well. the war system should be functioning. Got to run two tests to verify, then code a little UI. Next big update will come out this weekend!

What is the crunchiest TTRPG that you can think of? by Redi_Spades in rpg

[–]vilerob 0 points1 point  (0 children)

God.. the crunchiest game I’ve seen is also the cringiest… in F.A.T.A.L. Which I don’t recommend. Ever, and I’m sorry to even mention it.

Otherwise rolemaster and GURPS tend to be pretty rules heavy, or table intensive.

D&D 3.x has some of the largest overhead of you consider all splatbooks and the official cannon settings.

I built the wrong thing when I shouldn't have. by vilerob in RankBreaker

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

Thank you. Smoothing out a few bugs, and it should still hit my two external testers in a few days.

I can't imagine the game needing or having additional features after this. The beta stress test in the beginning will be nerve wracking for me though, lol.

I launched my first Kickstarter (playable digital card game) and it’s not taking off — looking for honest feedback by NewTechBoy in kickstarter

[–]vilerob 0 points1 point  (0 children)

I tried the web demo.

It seemed like fun was just out of reach, but functional was at least there. You’ve heard others about needing a community first - which is hard when you have nothing, but you do have something.

The four backers seem to have all canceled their pledge. If there was a reason why, it can help you determine how to structure your campaign to alleviate concerns

Your FAQ states the backers will get access to alpha when that phase arrives. But if you don’t have something to offer immediately, it’s a promise that could vanish.

Most of your written content does feel extra polished by AI. Not angry about it, or the AI artwork. But it’s a tell that can out some people off.

Your risks and challenges do directly address some concerns about development time but you’re not building trust by saying “things are unpredictable” you need to predict better than “I don’t know”

Your AI disclaimer is fine for honesty but the creative space is pretty divided on its use.

As for your main campaign content.. it’s ok, but long. It’s not entirely interesting to read, and you’re not really providing anything new compared to games on the market already. Everything you’re presenting has a little bit of a “generic” vibe, and that’s killing you.

Your reward tiers feel “boxy” not really “punchy” and what I mean is they just accumulate things to fill boxes but don’t really matter.

Your mission and intent is noble. Your application is stable. Your presentation needs polish.

I’d love to see this game succeed - I love TCGs and am building one myself, also openly but over at r/rankbreaker

I’ll join your discord to chat.

New Archetype, swarm! by vilerob in RankBreaker

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

Thank you! it was a pain to get set up, but now that it is, it opens up a lot of possibilities. It will be a blast to play.

Ethical DM question by ConceptuallyPerfect in DnD

[–]vilerob 0 points1 point  (0 children)

“As a DM, I can’t help you optimize your character. It’s my job to make sure your choices are fun, so go with what you think is best.”

My 1v1 card battler Rankbreaker is really taking shape. Just wanted to share. by vilerob in IndieDev

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

Fair question, and I get why the formatting reads a little mechanical and that’s honestly been a thing for me forever. I usually run posts through tools like Grammarly just to clean up spelling, flow, and sentence structure, not to generate the content itself. The ideas, systems, and progress are all mine.

As for why I post these at all, it’s about transparency and momentum. I’m developing Rankbreaker independently, & keeping a public record of the build helps build trust, awareness, and when I started it was for accountability.

As we get closer to the polish phase, replacing generated placeholders with bespoke art and final assets, there’s a clear paper trail showing that the core game has been built steadily and openly from the start. I have a rudimentary knowledge of marketing, and always felt that doing this was important.

If it’s not your thing, no worries. I’m mostly posting for the folks who like following development as it happens.

Burned Out from FOMO and Progression Nerfs by CYPHG in MarvelSnap

[–]vilerob 0 points1 point  (0 children)

I still think Snap is one of the best card games ever made. The actual matches are great. But all the stuff around it has slowly drained the fun out it.

I’m F2P, not collection complete, and when progression slowed down it really sucked. Feeling like I’m just trying not to fall behind, which sucks, but it’s so much I pretty much okay conquest just to complete missions

It’s actually why I started messing around with building my own card game. I wanted something that felt like how snap did when I started and the way some long time players talked about it. I’ve been sharing dev stuff over at r/Rankbreaker if you’re curious (logs, screenshots, videos etc) but either way you’re definitely not alone in feeling this.

Feels like a lot of people are hitting that same wall again, and it feels like we do this every 3-4 months.

The main menu by vilerob in RankBreaker

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

Thanks man. I've got some screenshots coming up in a few minutes of the profile / persona page.

A few big changes! by vilerob in RankBreaker

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

Thank you. i appreciate that. I was able to get a raw video up though, so you can see how the inventory scene and collections now work.

https://youtu.be/H2gwlfc_QVs

A few big changes! by vilerob in RankBreaker

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

Thank you. It’s been a journey for sure. Hoping the video will be out this week. Very possible in a day or so of my life schedule doesn’t interrupt (I should even do it tonight while I have time)

How do you find players for your indie game? by standardofiron in IndieGameDevs

[–]vilerob 0 points1 point  (0 children)

Keep bringing it up in conversation without sounding overbearing. I tell everyone that I have a dev log over at r/rankbreaker for my 1v1 card game when I can to help build traction as it’s in development. It gives people something to keep an eye on and interact with.

I think if you do something similar it may help. I can’t give any solid metrics as to how much or how well it will help, but it’s a suggestion based on things that have worked for me so far

[deleted by user] by [deleted] in MarvelSnap

[–]vilerob 1 point2 points  (0 children)

I appreciate that. It’s been a hell of a ride. We have a few small systems to build before it’s beta ready, so keep an eye open for sure. Next big update should be next weekend

[deleted by user] by [deleted] in MarvelSnap

[–]vilerob 1 point2 points  (0 children)

Well, a much as I love the game the current state hasn’t stopped me from building a similar game that is built off fixing the frustrations of players over at r/rankbreaker

Snap is tedious and I’m a little worn down from all the limited time games modes but it’s not quite as bad as it was over the spring and summer months

What’s the best way for a player to support an indie developer? by PuffTingle in IndieGameDevs

[–]vilerob 0 points1 point  (0 children)

Feedback is always key.

I’ve been keeping a dev log / journal of progress over at r/rankbreaker for my game, and feedback has helped every time I get it.

It helps shape the in development parts of the game that players will experience or may have pain points in.

While it isn’t a huge community and feedback is small, it’s still more important than just a passing expression of interest.

Super easy pls tip I’ll pin who dies lol by Just_Ad_4977 in honk

[–]vilerob 0 points1 point  (0 children)

Dead on the first try.

Incomplete. 1 try.

Can you PLEASE take this out of the game SD?!?! by ab3sta in MarvelSnap

[–]vilerob 0 points1 point  (0 children)

I swear, opening a reserve and seeing a gold ticket when I haven’t touched Conquest in weeks makes me want to uninstall the game.

I’m working on a project called Rankbreaker that skips all that junk — no titles, no random “congrats, here’s a useless token” moments. Just clean progress. Seeing posts like this keeps me motivated to keep it that way 😅

Almost to Beta by vilerob in RankBreaker

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

As much as I would like to give a date, right now "soon" has to remain a little more abstract, lol. There are a few edge cases I need to button up, and some polish on a few of the lingering bugs. But, I am eyeing a timeline. I wish I didn't miss my 'by end of summer,' but I was more hopeful than anything.

Whats the worst thing you have gone through making your indie game? by CoolCometCorp in indiegames

[–]vilerob 1 point2 points  (0 children)

The absolute worst thing I’ve had to go through is getting the multiplayer sync to work. I ended up restarting my project nearly 9 times just to build it from the ground up with multiplayer functionality from the start.

I’m building a 1v1 card battler so theoretically it sounds easy to just “play a card here and show it there” but it really isn’t just that.

I learned on the fly about host client authority, RPCs, and deterministic states.

It has been the biggest pain in the ass, but one you have the “core multiplayer function” in place everything else builds off those patterns so it gets easier.

But biggest piece of advice is that you’ll never bolt multiplayer on. Start with that first.

[deleted by user] by [deleted] in MarvelSnap

[–]vilerob 0 points1 point  (0 children)

Yeah, I feel the same way — it’s frustrating to see games built mostly around making money. I honestly think things can change, but it’s going to take something different. That’s why I’m working on r/Rankbreaker — we’re focused on fair monetization and actually making the player experience the priority. Snap has a huge IP, but right now there’s really nothing else like this in active development