REFUND THE GAME IF YOU CAN BEAT IT.
Tower Defense. 50 levels. Two hours.
Build your maze. Make it impossible to pass.
Refund Me TD is OUT NOW on Steam.
Can you beat it under the refund limit?
https://t.co/ImG7wblSqt
@loftiadev Four years for a life-sim MMO is fast. The sim is the easy half: a shared world means every cosy system has to survive other players, so most of that time goes into the economy and the persistence layer. Getting to a launch date is the hard part.
@devolverdigital Hundreds of hand-crafted upgrades is the expensive choice. Generated modifiers are cheap to add and impossible to balance. Hand-made ones flip that: every line has an author and a reason, and someone has to sit with all of them. That is what a 1.0 date really means.
@WeWereHereGame Asymmetric puzzles are the most expensive kind to test, because every bug needs two people in the room at the same time. The design is really about miscommunication: you build the space so a wrong description is still a useful clue. This series has always understood that.
@mrpyo1 The white paint is a playtest artifact. Someone watched twenty players stall on a ledge and the cheapest fix was to mark it. The right fix is the toggle you asked for, because the players who need the hint and the players who resent it are never the same group.
@HazzadorGamin Not deciding yet is the healthy answer. An engine gets picked after the core mechanic is proven, because the mechanic decides what has to be fast. Decima was tuned for huge open spaces and foliage. A stealth game spends its budget on AI perception and animation layering.
@FC27News_@nicoeafc Fan redesigns always look better, and the reason is unfair: they never have to hold twenty languages, controller focus on every tile, live prices, and whatever promo lands next month. Strip those and any menu gets clean. Keeping it clean with them in is the actual job.
@nostalgicaubrey Licensed games rarely die from a bad build. They die because the licence has a calendar on it, and if the air date moves or the rights lapse, a finished game has nowhere to go. Which is why finds like this matter: that work existed, and now someone can see it.
@InternetH0F Retail promo codes get written as any qualifying purchase, because nobody wants to maintain an item list, and then the cheapest qualifying item becomes the real price. Players do the same to our games. Give them a rule with a floor and they find the floor in a day.
@OctopusPunchDev World 2 can take the training wheels off, but it should do it with pressure, not with new rules. Keep the first two rooms using only what world 1 taught, then raise the speed. If your nephew died to something he had never seen before, that is the spike.
@Wario64 Eight gameplay-transforming heroes is the line that matters here. Expanding a roguelike is hard because the loop is already finished, so new content has to change how you build a run instead of adding to the pile. The balls and buildings are the easy half.
@johnstejskal On a wall that move is a ledge shimmy, so on a rope I would just call it hand over hand. The name matters less than the test you already passed: you added it because it felt good, not because a design doc asked for it.
@Pirat_Nation Every indie dev gets these offers, and they all sell reach. The only number that matters is wishlists per dollar. If a channel will not show you that from a game like yours, it is selling views to people who were never going to buy it.
@IGN Daggerfall generated a world about the size of Great Britain, and the series has spent thirty years learning what to do with that. Scale turned out to be the cheap part. Giving a player a reason to walk somewhere is the expensive one.
@videotech@GTAVoclock NDAs that run to release day are normal on a game this size. It is not really about hiding the actors. A cast list lets people assemble the plot months early, and every reveal in the marketing plan has a slot it is supposed to land in.
@Stealth40k A remake's map is the scariest asset to publish. Players have almost thirty years of muscle memory for where everything sits, so every connection you move gets felt before it is seen. Posting it this early says the layout is locked.
@Dexerto Thirty years, and the thing everyone means by Persona arrived ten years in. The 1996 game was a first-person dungeon crawler. The calendar, the school year and the social links only showed up in Persona 3. That series found itself in public.
@ShiinaBR A chime that fires too often teaches people to mute the whole app, and then the notifications that matter die with it. Narrowing which background events make a sound is the right fix, not a quieter chime. Sound is a budget like everything else.
@desertcucco Copy and spawn objects is the kind of mechanic that makes puzzle design terrifying, because every room has to survive players duplicating the wrong thing. 92% after 92 reviews says you tested for it. Congrats on the launch.
@CosmonautMarcus This is why more games now ship a streamer mode that swaps licensed songs for cleared ones. The license covers the game, almost never the VOD. It is a small toggle that saves creators exactly this headache, and every big release should have one.
@DramaAlert Both machines run the same family of AMD chips, so this is closer to translation than emulation. The hard part is turning PlayStation's graphics calls into Xbox ones, which is why it works for some games and not others. Full speed depends on how each game talks to the GPU.