So I tested it once more to get more specific and the input lag was gone. Probably was my pc or my wireless keyboard acting out. Sry for the confusion ;)
Posts made by PartTimeIndie
RE: Lostcast 202: How to Survive a Podcast Without a Hit
RE: Lostcast 202: How to Survive a Podcast Without a Hit
I wanted to congratulate you guys on “Indie Game Sim”. I think that your way of sharing levels will drastically increase the reach of the game and even give it a longer tail. The levels I played so far are fun and really make you want to build your own levels. The only thing that could use some improvement is the feel of the controls in the browser, I felt that there was a slight delay which got me confused and since the user levels tend to be pretty hard it is pretty relevant. Anyway I wish you the best of luck with the game.
RE: Lostcast 187: Crowcast
Hi Guys, I really need to say something about Soulthief.
I think you guys are drawing your conclusions to early (I already said that before), you are self deprecating your game before it had a chance to shine. I think your mechanical changes are great, it helps you stand out from the crowd. That the game is a sequel is well hidden on steam, which means you should not suffer from people not getting into the game because it is a sequel.
Another thing about Soulthief
I hope that i can get you guys to spend more time on Soulthief with this post, it would be a bad decision overall (I know you never said that you stop working on it, but listening to your podcast its very clear where you put your time right now)
First of all its a bad business decision, because of all the time spend already.
Next it would be bad because it would always drag you down mentally.
People would get furious…
Once again i know you probably are not planning on quitting to work on soulthief, but I think you should only push Indie Dev Sim 1/5 off your time. You will run into the same problem with Indie Dev Sim, it will get a drag, it will be painful. But as you are always saying there’s just one thing to keep in mind.
I love your work (both podcast and games) please continue ;)
RE: Lostcast 180: 2D or not 2D
Your game does not only have good reviews from the listeners, youtubers enjoyed it as well: https://www.youtube.com/watch?v=dmO4XpIgQD4 (just one case).
First of all i think you overestimated the early access visibility (I am not sure how Steam works, but I am pretty sure you do not get as many impressions when you doing early access and even if you get similar impressions, the conversion rate in early access has to be lower). In addition you kind of screwed up the release time (Enter the Gungeon), but the good thing is you still have your proper release. I do not think anyone can tell you how successful your game will be, but you have quite some stuff going for you.
First of all you are in a hot Genre, it might not be a the top of the world, but it is still strong.
You have already a game released, which got quite some good reviews, so you will be able to convert some of those players, if they see it in full release.
You have a very good pitch (play as the monster), which should help you as well.
You have some quite loyal listeners, that will help you spread the word ;)
So things are not looking so grim for you guys.
Look at me in contrast:
My game Will Glow the Wisp is not in a hot genre (I don’t even know which genre to put it in)
The game does not have a good pitch
I do not have any games released or following that would be worth mentioning
That is already 4:0 for you guys and that’s just the stuff i could think from the top of my head.
Believe me I understand sometimes gamedev can be really depressing, but I think you guys are on a pretty good path and I think you know that in your heart. I know that having to do contract work and the kickstarter, might feel like failing. But in the end, you do what you love for most of your time, that is more then most people can say. I wish you the best of luck with Soulthief and once you released, I will buy it as well (Yay one guaranteed customer ;) ), I am just not interested in play testing games other then my own ;)
Is this weeks lostcast lost?
I love lostcast and just wanted to know if the episode this week got lost or if it will come. I can not live without my weekly lostcast injection ;) Now seriously I really appreciate what you guys are doing and I hope you keep up the good work. I just wanted to post here to remind you guys that we love listening and if you miss a episode we notice ;) Keep up the great work and good luck with Soulthief.
RE: Soul Thief feedback / idea
Good to hear that you where already thinking about this stuff and are planning to add it :) The achievements are great, but i think serve mainly the purpose of giving the player a harder challenge if they want to (“choose your own difficultly”), what i was talking about is that the main game should increase the incentive, but you already said you are thinking about stuff like that. I am wish you the best of luck with your early access release next week. Keep up the good work !
Soul Thief feedback / idea
Hi I was just watching a lets play of “Soul Thief” and while playing I realized that the player was loving the idea of controlling the enemies, but he did not have a real incentive to do so. I know i did not play “Soul Thief” yet, but from watching it became really apparent that the controlling the monster thing did only make sense on a small percentage of the monsters (usually monsters with a ranged attack).
What i am suggesting is:
- Give each monster a monster it is particular good against so it would make sense to search and steal lets say an inkwell to beat the new monster “paper”.
- Make raga weaker against more monsters. I am not saying raga should be the same power level as all the monsters, but he should be worse against their “archenemy” (the monster they are realy strong against), but better against the rest. Currently you have the problem that raga is most of the time just straight better then all these monsters
- Make some rooms which are realy hard and have only 1 enemy type (lets call them archenemy rooms). These rooms should be done with a certain monster, or with raga and a wand (the fallback)
- Make some treasures or other things only be reachable by certain monsters (easiest is a chest in an area you could only fly to, or a switch that can only be activated when shot at…), this way it makes even more sense to possess more.
Overall i love the concept of the game, but i think that you need to increase the incentive to use bot the possession and the wand abilities. There is nothing wrong with doing rooms that require, you to use these mechanics or make your live really hard, this way the player can learn how to use the mechanics and feel smart.
I wish you the best of luck and maybe i could give you some inspiration. Now i need to continue working on my game and ignore everything i just said to you (because that’s how it goes i guess…)
RE: Lostcast 166: Sprite Artless
Hi guys great podcast as always. I just wanted to say that the way to get performance improvments(at least I think) with a texture atlas, is to reduce the draw calls themselves. (what I mean is you batch all draw calls for one rendering update together and then call draw once and specify where what is drawn all together at the same time), but I am wearing a tigerhat right now, especially about how chrome handles stuff.
RE: Lostcast 156: Jackhammer Weeding
Hei guys i am still listening to the episode as i am writing this. But I would have a suggestion you could use for your button problem. You could do the tailwhip (i hope i am writing this correctly) whenever you run out of mana. This way you only take away the possibility to use the tailwhip to save mana but you still can do stuff when oom. Another thing you could do is just using existing any button for interaction only when you are near the object you want to interact with and the room is clear, i should probably give an example. Lets say you have a door in the room, once the room is empty and you approach the door you could popup an A button, which tells the player that he is able to interact right now with the door in this way. This way you do not have to change as mutch and still need less buttons. I hope this helps and great show as always, you rock ;)