#steamgame#pcgame#indiegame#topdown
Hi!
I'm EvilFromBerry, the lead game designer of the Autremelon team at the moment.
Yesterday, we created a Steam page for the project we're currently working on — Burning House!
https://t.co/JJL6RBqRGL
What is it? Well, we haven't finished development yet... but it’s supposed to be a game where you will feel the looming threat — one that can no longer be postponed. To feel trapped — not in a trap where you can't move or are helpless. You still have the ability to change things, but you can’t turn back what has already begun. What exactly you choose to do about it is up to you. There is no single path you must follow, no specific obstacle you must overcome. Which obstacles are worth tackling, and in what order you should overcome the ones you choose — these are your decisions, and in the grand scheme of things, they might be the wrong ones. You can truly rely only on yourself.
In the mechanics, I maximize the idea of resource management — every action you take, every decision you make in exploration or combat mode, revolves around managing expenditures or exchanging resources — whether it’s time, health, stamina, or items. Breaking the floor, opening a door, throwing an item to distract a monster, or moving a floor candelabrum — all of it comes down to one main task: managing the resources you find and your own well-being in a way that ensures you have enough to keep searching for more resources and a way out, all while remembering the looming death of the house, all of this takes place within the dynamic scene of a burning house
That's why the house is dark. That's why matches burn out, and the axe grows dull. That's why injuries heal slowly. That's why pain slows you down.
If these ideas resonate with you, or if you'd just be open to trying it — add Burning House to your wishlist and stay with us!
I'll tell you even more!
I think the best option is cards and choosing cards between rounds.
As for moves – it seems to me that no matter what, it ends up being either uncontrollable randomness or complete predictability.
Besides, fighting games already have "moves" on a purely mathematical level – the gradient is just a bit larger if you take something like MK or Soulcalibur (because being in a crouching state lets you avoid high attacks while still being able to perform attacks).
There's an example with stamina (though the idea was poorly implemented there and ended up being "a limitation for the sake of limitation") – in Mortal Kombat X you're simply not allowed to endlessly do empty cancels (which isn’t necessary if the cancel doesn’t give frame advantage), back dashes, and running:
1. Limiting empty cancels that don’t give frame advantage on block is strange (considering damage scaling exists, and there's nothing stopping you from applying specific rules for empty cancels in combos – like it's done, for example, with pokes: even if you land a crouching hit and the opponent is in big enough hitstun, you still can't confirm it into a combo – when you cancel into a special, the opponent immediately exits hitstun and blocks the move (if they were holding block, of course)).
2. The back dash gives an incredibly small invincibility window against some attacks, and is still less effective than forward run. Moreover, in Mortal Kombat X you can’t cancel a dash into block – which means it’s an unsafe action, and you already don’t want to spam it.
3. Limiting running is pointless – compared to other stamina-consuming actions, it just weakens characters who can perform empty cancels, making them weaker.
I think I more or less understand the idea of stamina in MKX – it was supposed to be a resource to be distributed between offensive (running forward, empty cancel) and defensive (back dash, breaker – it drains both your and the opponent’s stamina, throws the opponent off and makes them fall, while you remain standing) options, but in the context of a game where two humans are competing (I think it’s worth emphasizing “humans,” meaning people are supposed to demonstrate their skills – competition) – then why create a system that limits them in showing and applying their skills?
@darkestgroyper@shingpapi I just took the idea from that post about “1-on-1 combat” separately from the visuals, but maybe they really are inseparable — you might be right about that.
Your question makes sense either way, because there’s a “maybe” in that post, and opinions can change too
#fightinggames#games#gamedev#gdevtalk
Ah, yes, with a quote, you can’t see that it’s one and a half screens of text...
but the whole joke is in the volume...
I think the best option is cards and choosing cards between rounds.
As for moves – it seems to me that no matter what, it ends up being either uncontrollable randomness or complete predictability.
Besides, fighting games already have "moves" on a purely mathematical level – the gradient is just a bit larger if you take something like MK or Soulcalibur (because being in a crouching state lets you avoid high attacks while still being able to perform attacks).
There's an example with stamina (though the idea was poorly implemented there and ended up being "a limitation for the sake of limitation") – in Mortal Kombat X you're simply not allowed to endlessly do empty cancels (which isn’t necessary if the cancel doesn’t give frame advantage), back dashes, and running:
1. Limiting empty cancels that don’t give frame advantage on block is strange (considering damage scaling exists, and there's nothing stopping you from applying specific rules for empty cancels in combos – like it's done, for example, with pokes: even if you land a crouching hit and the opponent is in big enough hitstun, you still can't confirm it into a combo – when you cancel into a special, the opponent immediately exits hitstun and blocks the move (if they were holding block, of course)).
2. The back dash gives an incredibly small invincibility window against some attacks, and is still less effective than forward run. Moreover, in Mortal Kombat X you can’t cancel a dash into block – which means it’s an unsafe action, and you already don’t want to spam it.
3. Limiting running is pointless – compared to other stamina-consuming actions, it just weakens characters who can perform empty cancels, making them weaker.
I think I more or less understand the idea of stamina in MKX – it was supposed to be a resource to be distributed between offensive (running forward, empty cancel) and defensive (back dash, breaker – it drains both your and the opponent’s stamina, throws the opponent off and makes them fall, while you remain standing) options, but in the context of a game where two humans are competing (I think it’s worth emphasizing “humans,” meaning people are supposed to demonstrate their skills – competition) – then why create a system that limits them in showing and applying their skills?
On end of day 2 of this prototype. Felt like making a minimalist fighting game, not sure about mechanics yet (crouching, blocking, stamina? cards? installs? moves?) #gamedev#indiedev
@LocalThunk Well, yes, at the very beginning, they'll briefly show one of the characters playing balatro...
and then you'll painfully wait for the end of the movie, hoping they'll reveal the character's strategy or the game's result
I waited a lot for this day to come. I'll stay awake to see a lot of #indiegames , while I wait for Captured 2 to get on Steam in 1h and half.
Finally it's Friday ( for me ) and #gamedevs started to share their indie games 🎮
I really need a good game to play ▶️
Can you share your #indiegames with me while I'm waiting? If not, it's ok.... I will keep scrolling 💀 to find your game and play it
If you want to gift me your game, I'll share my steam username in dm 📨 I don't want a key 🗝️ 😅😵💫
I did receive some keys ,not solicited .. I will do a giveaway 🙂 maybe someone needs it 👀
Please don't send me keys, only if they are for giveaway,but that's not a main goal for me. Thank you 🙌
@DodgeRollGames (It's just a joke)
Enter The Gungeon: (For The Lost Pixels)
"Few were satisfied with the compromise "just set low graphics settings" — the gungeoners, who killed the past, return to the Gungeon to take back a part of it!"
@IronIntOfficial 4 deletions😡
It seems like it’s only been a month and a half since the Steam page was created?
You're growing steadily, even picking up speed.
Cool!