I made 90+ guns for my dead game but i regret nothing
game was dead before arrival (and now officially dead after arrival) BUT i love making different guns so much that i can't stop making more and i play them all myself
game was dead before arrival (and now officially dead after arrival) BUT i love making different guns so much that i can't stop making more and i play them all myself
There is a full blog post about the game you can find here:
https://pewpew4u.itch.io/punk-bullets-and-junk/devlog/1570892/finally-got-to-release-pbj
Hi everyone,
I've always been curious about rouge lights but I've never really managed to get into the genre properly.
So I'd love some recommendations for rouge lights that are good for beginners and don't require deep genre knowledge to enjoy, thanks
Hey all!
I'm the dev of Roulette Dungeon which will release in exactly 1 week (July 13th)!
To celebrate, I thought that it'd be nice to host a little giveaway here in the roguelites sub. (:
We're giving away 2 keys to the full game!
To participate, just write a comment here saying that you'd like to take part. The winners will be chosen randomly in 5 days!
You can check out the steam page to see if it's something you might enjoy & add it to your wishlist ❤️
Hey r/roguelites,
Long-time lurker. Two of us just put a bullet-heaven roguelite on Steam. It's called Totally Hellish Chaos. Ten-minute runs. You play The Grower, a cannabis farmer whose crop turned hostile. The plants, the tools, the sheds. Everything wants you dead now.
Twelve enemies at launch. Kushgoyles that move slow and hit hard. Spuffers that hold their breath until they spot you, then they don't. Aromancers who cast on scent. A Mother Lode that eats more than she gives.
Not trying to reinvent the genre. Just want to make one that feels honest to the setting and lands the "one more run" hook. Team is me, my co-founder Noc, and a small crew.
Trailer's on the store page. Dropping the link in a comment because sub rules. Would love feedback from this sub. You all play more of these than anyone. Trying to figure out if the trailer sells the mechanics or comes across flat.
Steam Playtest going up when Valve approves. We submitted v0.6.5 yesterday. Drop a comment if you want in.
Thanks for reading. Trying to prove we can make something here.
— Swak
Soil and Soul Games
Not a dev or anything, but it's one of my favorite games and I feel like it kinda went under a lot of people's radar. It's a great side scroller with light platforming and amazing combat. Really strong meta progression and a decent amount of lore that is unveiled over the course of many runs. (Not Hades level, but still really interesting characters!)
For us? Permanent Progression. We used to think it defeated the whole point of the genre, but then we thought - hey, why don't we just make them have 99 lives for their single save, and if they expend all lives, everything's lost forever?
There's permanent progression which we hate and love, but the more risky it becomes to actually lose all that perma progress, the more exhilirating every run in our game becomes. So what's yours?
I think I have played most of the current roguelikes/roguelites with local co-op and online, is there anything decent on the way or new that's looking promissing?
Things I have played recently
Ravenswatch
Slay the spire 2,
Hell Cards
Shape of Dreams
Which game do you like more?
Cup Or Die - is the lovechild of Buckshot Roulette and Inscryption, mix of beer pong, psychological horror, and rogue-lite, where a simple game turns into a survival ritual.
- play deadly beer pong, dying over and over again
- build your own combination of cards, items, and special balls
- defeat all unique enemies to escape the creepy bar loop
This is the first playtest build, and I'd really appreciate it if you try it out and give me some feedback.
Thank you!
What are your thoughts on decoy upgrades? That is -- roguelite pickups that seem like a good idea to newbies but are actually either neutral or even actively detrimental once you know what you're doing?
I'm playing through Hades 2 and realizing that I pick entirely different upgrades now that I'm no longer worried about taking too much damage. I realize the upgrades I'd take in the early game were nearly useless for anything but avoiding damage, and in the late game I'm maximizing the damage I output to an insane degree.
I went through a similar arc with Returnal - once my player progression got to a certain level I stopped trying to avoid death and started figuring out how to deal death more efficiently*.*
On the one hand I kinda like the feeling of realizing that decoy upgrades are decoys. Maybe they're there to show us clearly where we are in our "git gud" journey. It's fun to discover how useful a pickup is after not realizing its usefulness before.
On the other hand I wonder how many pickups in popular games are only there to punish noobs so you can learn the hard way not to use it. How many upgrades do you think are purely decoys as opposed to ones whose usefulness only becomes clear later?
I'd be especially interested to hear from devs about how you think about decoys?
We've been revisiting our UI and are thinking more about exposing information that was previously hidden from the player.
One change we're experimenting with is showing the piety requirement directly in the upgrade selection screen, so players know exactly when an upgrade becomes available instead of having to discover it through trial and error (It's still somewhat visually vague, but at least it's not completely hidden).
The goal is to make progression more transparent without making the screen feel cluttered.
What do you think about it?
My friend and I are trying to decide which one to get for coop play on this Steam sale. I like when a game has more RPG elements and meta progression and i think Gunfire has more of those, but i kinda like the graphics on Deadzone Rogue more. A bonus for Deadzone Rogue is also no gameplay DLCs.
Games we recently played coop are Remnant 2, Rawenswatch, Sworn, Children of Morta
I know about BoI but I am looking for alternatives. Also bonus points if the game has awesome graphics
I am not talking about the recent increase due to the sell, but just average players throughout the year (about 25K before the sale). It has consistently outpaced other popular Roguelikes like Hades, Risk of Rain or Vampire survivors by like 4 or 5 times.
There has been roguelikes which had really high peaks like Mewgenics or Hades but those player counts basically drop off massively within in a month or two, but here is Isaac 12 years later that has steadily increased player counts throughout the years.
It seems very out of normality for a game to have not only a consistent player base over 12 years but an increasing one, What do you think this is attributed too? Sheer amount of content? Constant updates? or something else?
Game Title: KRYPTVAULT
Playable Link: https://oddslice.itch.io/kryptvault
Platform: web (itch)
Description:
Kryptvault is a small arcade roguelike where the enemies never stop. Waves flow into each other, the walls reshuffle around you, and every level-up deals you three cards. Each one is a trade: more damage but a slower trigger, more speed but thinner skin. If you're feeling brave, there are cursed cards that make you stronger while making the whole crypt meaner.
There are 21 upgrades and 4 evolutions, with no free power. Combine Shotgun and Homing to get the Seeker Swarm, or Pierce and Damage for the Railgun. You can play three classes: a tanky Warrior, a fast Rogue, or a glass-cannon Mage. Bosses rotate between the Charger, the Summoner, and the Spiral. There's a global leaderboard, a portable TAG#0000 identity, and a vault key that logs you in from any machine. A daily challenge gives everyone the same dungeon once a day, and the Vault lets you bank coins between runs for permanent upgrades.
The whole thing is one HTML file.
Controls: WASD or arrows to move. Aiming is automatic, so your only job is positioning and card choices. P pauses. On mobile, drag to move and tap to pick a card(still a bit buggy).
This is the first stable build, id call it beta - I have more plans to evolve it, but I want more feedback. Already got some from my friends. I want to see how OP or broken builds people can make, whats the max wave people can get - current is W 18. Please be brutal with your feedback. I much appreciate it!
Free to Play Status:
Involvement: I am the maker of it.
Hi! I’m Jasper, a solo game developer and student. Over the past year and a half I’ve been working on a mining roguelite called Voidloop!.
The idea started from really enjoying the caves in Stardew Valley and wondering what it would be like if that mining loop was expanded into its own incremental/roguelite with upgrades, skill trees and more cave variety.
App Store: https://apps.apple.com/us/app/voidloop/id6746944662
Google Play: https://play.google.com/store/apps/details?id=com.IndieGameStudio.Voidloop
Note: It isn't available for App Store in the EU for a few days because i kinda messed up the launch
The Shaggy Man, the China Maiden, Mouse Queen, and Tip will offer Dorothy help and warm words throughout her journey across an OZ collapsing into despair.