Hi! I'm Daniel, a solo game dev from Brazil π§π·
I'm making Backfire Protocol, a pixel-art survivor-like where you can only move by shooting. Every laser blast launches you backwards πΈ
#screenshotsaturday#indiedev#godotengine
@Wangetsu4444 the movement already looks fast and fun, jumping between those tall pillars is sick. the all gray maps make depth kinda hard to read though, even a few colors would help
@vibecatter iphone 8 size is a tough target for an autobattler. keeping the boards clean and moving the unit stats into a tap-to-inspect panel could save a lot of space
@beopenbefr36001 driving and firing a launcher from inside the cab is a fun combo for an arcade game. i got kinda lost when you started taking hits though, it's hard to tell where the shots are coming from, and aiming looked tricky too
@ByerNDev the synergy text on each tile looks deep, but once the board fills up it's really hard to tell what's triggering what. a quick highlight on the tiles involved when a combo fires would make those chains way more satisfying to watch
@rogueduckbr going from picking up bottles one by one to a robot bin doing the work is a satisfying loop for a cozy game. showing a clear before/after of each area as you clean would make that progress feel even more rewarding
@juliomaass the upgrades scale up in a really satisfying way, it goes from a pea shooter to a bullet wall fast. at the top tiers the shots are so big and bright that they hide the ship and the ores though, so toning down their glow would help
@MadAxeGames the sand grooves are a great way to read the spin, you can literally see how the fight went. by the end the arena turns into a web of lines though, so fading the older trails would keep it readable in longer fights
@dhacklgames The third-person mode feels useful beyond just looking cool: walking at street level makes scale and pedestrian flow much easier to judge. If players can inspect or fix issues from this view, it could become a real planning tool instead of just a photo mode.
@mewiof The inline previews on the nodes are a really smart choiceβthey show what each stage contributes instead of making you debug only from the final output. Pinning a larger preview for the selected node could make complex graphs even easier to read.
@BunnyMayhemGame sleeping enemies are a nice touch, sneaking up for the first hit adds a lot. i think the camera angle needs work though, it got weird when she came out the door