
How i got 1500 in 7 days after Announcement
Hi guys,
Just wanted to share my little video about how i got 1500 wishlists in just 7 days after announcement!

Hi guys,
Just wanted to share my little video about how i got 1500 wishlists in just 7 days after announcement!
Okay! NOW it's my turn! After 12 years of learning, prototyping and having the dream to be a real indie dev one day i kind of became one this week.
I have released the Steam Page for my upcoming game Crown Me Again.
I'm Oskar (aka The Code Otter), a Berlin-based Game Dev and UX Designer.
Here is my short pitch about the game:
Crown Me Again is a loot-driven incremental game inspired by games like Nodebuster and A Game About Feeding a Black Hole, combined with the loot and build-crafting of ARPGs like Path of Exile and Diablo.
Unlike many incremental games, Crown Me Again does not rely on a traditional skill tree. Instead, progression is driven by randomized loot across seven item types and five rarities, with abilities, modifiers and special effects that can combine into powerful synergies and increasingly ridiculous builds.
I still can't fully believe it.
A bit of the backstory:
I actually really will end my current job as UX Designer in the Non-Games Industry. The contracts are ending and so is my job. I could continue doing game dev on the side, but i had this rare opportunity that my next few months are financed and i am also eligible for a small grant which will cover at least 6 more months of the journey if i get it and the chances look good.
So most of the time i am really risk-averse. I like to have my safe space and not do anything risky.
BUT THIS TIME I somehow felt as if i had to take the risk. It was "NOW OR NEVER". I know that times will come (sooner than later) where i will have kids, where i wont have the finances and where my wifes situation will be different. But now is not the time. Now was the time where i can take this (roundabout) 1 year and try to do my thing. And i had to do it... so i did it.
I am so excited about my journey and about what will come next. A bit afraid as well but i guess its normal.
So here I am... :)
Thank you for reading and you can ask me anything!
Hello,
In my game the player will do a short run (like 1-2-3 minutes) with the character and after that there should be a reward in the form of loot and exp. I want the loot to feel exciting, so that the player is looking forward to the end of the run where they get the reward.
At first i just calculated the loot with a formula and gave it to the player after the short run. The more success they had during the run, the better the loot. They got a list (inventory type layout) with the items and they could go through and decide which to take. This was fine but i had the feeling that the loot was to detached from the run. While it was based on the success of the run, the player didnt really saw that...
So i have built a loot level inside the run. Through some actions the player collected points which raised the loot level. At the end the player got a reward per loot level. This felt better but it had the problem that it was very linear. Most runs the player had almost the same amount of loot points, therefor the same amount of loot at the end. When the player gets better, they will get further in a run and will get better loot. But then every run they got again the same amount for the next few runs. This also did not feel right.
The RNG moment was a bit missing. The moment where the player gets the loot and sometimes they get better loot and a lot of it. Sometimes just crap. Sometimes only materials, but good ones. And sometimes a loot full of legendaries. But i can not really make this fully random. This would feel bad if the player does not understand why they sometimes get this and sometimes something else.
And then i had the idea: I will stay with the points for different things during a run, but those points can be spend during a draft after the run. The player is presented with 3 options and can pick one. This option will change the reward and each option cost a different amount of points. So th player can draft for as long as they have points. After they have drafted, they get the reward they have drafted. The options they draft can be something like "+1 item level", "at least 1 item is rare", "+2 materials", and so on.
This idea is cool, but it takes way more time to draft the reward, then to check all the items. The player now is longer on the reward screen than in the run itself.
My game is about the rewards, sure.. but i dont know if this is the right direction.
Does anyone have some ideas about my solution or a different solution for the loot?
Hi,
I need some help in making my ability screen more readable.
Its just a concept mockup so please ignore the few things that seem not right like alignment.
My biggest problem at the moment is that i want a clean UI but also want to be very clear to the player. The class tree unlocks from top to bottom. Each row unlocks when a given number of points was invested. Then ALL but the last nodes are unlocked. The last one is unlocked if the player invests enough points in this single row. I have the feeling that the players won't understand this but i am not sure what to make.
Also the right side are some additional trees the placer can pick. those will also be unlocked by a specific number of invested points.
Can you give me some feedback on my concerns and also overall on this screen?
Hello exiles,
Its the first time that i started a character without a build because i want to make an own build. Even if its not the best in the end. Its been a blast so far but i have two questions regarding "Sturdy Allies" Node and weapon damage stacking.
1. What benefits do minions get from STR stacking? The Sturdy Allies Node looks interesting. I see that the get more Health. But does anyone have some advices how to scale this STR/Health into damage?
Sorry if those questions are basic but its the first time i try to make an own build and therefor try to understand the things a bit better 😄
Hello,
I have a question about how to handle the descriptions of abilities for a modular ability system. And then also how to handle localization for it.
First of all: I use Unity and also Unity's Localization System.
So here is my problem:
I don't really know how to convert my data to a tooltip description that looks like this for example: "Firestorm creates 3 Fireballs. Each fireball deals 35 damage and has a 15% chance to burn the enemy".
My abilities are built in the inspector out of modular components.
I tried using smart strings but each description has a different number of variables and i dont really know how to map those modular data to to smart string.
There is also the problem, that some values, like the damage value, are constructed out of multiple things.
Damage has this formula: Damage = BaseDamage + Weapon Coefficient* Weapon Damage.
The weapon damage value is not inside the data. Its on the player equipment. The Base damage and coefficient are both on the data but are 2 values.
I struggle at the moment to find a good way and direction how to achieve this as clean and as professional as possible.
Hello devs,
First of all: I work in a unity.
I am working on a modular ability system and I am not quite sure sure how to architect some things.
Basically imagine that I will have abilities like Lightning Strike or Fireball. Those are kind of the sub abilities that will be called by other abilities. Then I have the main abilities like Thunderstorm. Thunderstorm will cast a Lightning Strike every 2 seconds. Or a Fireball Orbit Ability which will orbit a Fireball around the Player.
My problem now is that I want to have items with effects that will change those abilities. For Example an Item that will make the Fireball Orbit Ability to spawn 2 Fireballs instead of one. Or will increase the speed of the fireball. Another item could change the interval for the thunderstorm in which it casts lightning Strikes.
I want to make those modifiers and abilities modular.
I want to set them up in the inspector (I have Odin).
But I can’t figure out how modifiers can modify parameters for abilities when each ability has totally different parameters. A Thunderstorm has an Interval. The Orbit Ability has a Projectile Count and Speed. How to architect the system so that it stays modular? What patterns I can look into?
I mainly think that this is a problem with how to create the data.