@vmcampos@MTG_Arena 90% of the games, either me or my opponent gets mana screwed and it's not fun at all. the thing with the algorithm that it should be built to prevent this kind of games.
We have recently started playing @MTG_Arena and Magic the Gathering in general, and we have to say that this game is really will designed to work perfectly with any combination of cards and decks.
#CreatorCitadel#MagicTheGathering
@bwalter_indie please hit us with a demo as soon as possible, making we can make small gameplay about and give some detailed observation that might help you improve the game even more.
Games lately are really missing a good 2d fighting mechanics, your game reminded us of the "The Legend of Zelda 2" game where you really use your shield and sword the same way.
looking forward for more updates.
#CreatorCitadel
for an RPG, this UI is a bit complex but some how it looks simple and easy to spot anything you want. great work on the icons and the colors.
@moi_rai keep it up.
#CreatorCitadel
Nice puzzle mechanic. we really liked how we could move a character above another one. we're looking forward to see some crazy levels to play.
#CreatorCitadel
While developing we had our share of hard time building tutorials, why don't you try to build simple levels for each hero and open the abilities a one each time and let the player solve a thing. this will make the player try them rather than reading about them.
#CreatorCitadel
We always look up for the movement to be unique in a 2D platformer, the wall jumping is a big part and add a lot to explore in the level design.
recommendation: you to should check @celeste_game and @TeamCherryGames Hollow Knight had perfect movement to discover
#CreatorCitadel
I worked a lot on the movement today! Added functionality for wall-sliding, and added a frame for that & for the jump. Quite happy with the result for now!
#WarpThrough#gamedev#indiegames#gameart#pixelart
@smoothcadesquad looking forward for more updates keep it up.
about what we've mentioned, the punishment can be if the player is too evil he can get bad items or you can even lead him to longer roads or if he is too evil you can give him an evil specter to make him even more evil
This some fresh Gameplay Mechanic to use.
We had a similar Idea once to use the player karma to make them take options depend on how he/she behave through the game. this could be used a great punishment mechanic or can allow some crazy additions to the game.
#CreatorCitadel
Just added a new meter to track your karma. It shows your current attack state and your progress to the max pure/evil power-ups. It is a push-and-pull power-up mechanic! #indieDev#gameDev#gaming#indieGameDev
This one of the most essential #GameDesign ideas to use while building an horror game. put the player always on his toes and not expecting anything.
this method was heavily used in @Subnautica we'll grow fear from the ocean in every second you spent in it.
#CreatorCitadel
While our first episode on Game Design is being forged. tomorrow we'll look at games with #screenshotsaturday and showcase the games that will grab the eyes of our brave knights on our lookout towers.
if your game is interesting hit us up <3
#GameDev#indiedev#indiegames