@hopprbro So glad to hear that! Iterating on what's working and what isn't probably is the most important part of game development, at least in how I approach it
Switched from real-time to turn-based. Had to create a new level, adapt movement and combat mechanics... so far, I'm very happy with the change.
This is the way to go!
Here's the first few seconds of the first mission.
#indiedev#gamedev#strategygame#turnbasedtactics
@hopprbro And most importantly: "I know WHY I lost". And that's incredibly hard to pinpoint in real-time when there so many things happening at the same time. Which also means that balancing is even harder
Day 3 of switching from real-time to turn-based. The game was always about making tough decisions under pressure and turn-based can enable that while real-time mostly creates pressure.
Also integrated a much better Fog of War system.
#indiedev#gamedev#stategygame#turnbased
@hopprbro Exactly! And I never wanted my game to be about who can react and click fast. Tests showed that it's very chaotic. The only possible solution would be to add a pause to the real-time combat but I always disliked this idea. Just go turn-based then...
"We’ve added a temporary label to your account which may impact its reach"
I got this a week ago and I don't think it's gone. Most likely, because I replied with my game too often (when a post asked me, too, of course).
Should I pause completely for a while?
@IndieCurator I actually changed from real-time to turn-based and for strategy games, in general, that's much better, easier to market and with a much bigger market share. 2 days coding and I already have a first prototype so it's possible :)
Still not sure if it's going to be real-time or turn-based. All systems and mechanics have progressed, so I'm testing turn-based once again.
Expeditions are always about performing tasks under pressure. But I think tough decisions can rather be made in turn-based.
#indiedev
@IndieCurator Yes, I also love random events but creating them is a lot of work. That's why I'm already planning the code infrastructure to allow for mods to write additional events. A simple title, description and different options, that affect your resources or your characters.
@IndieCurator It takes a lot of time and drains so much energy when you invest a lot and receive nearly no feedback. But that's the same for all us so I won't complain (too much)
@IndieCurator Many games have moral decisions, which sometimes feel fake when you clearly have an advantage with certain options and I don't like that very much. You can have only bad options WITH moral consequences.
Expeditions are switched to daytime (makes more sense. Need to update desc)
@IndieCurator Most important aspect: "Planning". There are many layers that will affect your plans (e.g., injured characters, ion storms) and events that will test how flexible these plans are. Hard to convey on social media -> marketing is the most challenging part of game development...
Interesting concept here:
Frost Protocol from @stonewakeStudio is a frozen survival strategy game where you manage survivors, deploy robots, and keep fragile outposts alive.
Crew pressure, fatigue, expeditions, and difficult decisions.
Definitely one for strategy and survival fans.
Steam:
https://t.co/RKT9eNHGrp
#IndieDev #StrategyGame #GameDiscovery