CulturedUrbanite VideoGame Selects.

I'll think on it and get back to you.

Thanks, I've always told @CulturedUrbanite that we needed a real professional on board.

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Style 1

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Do you think it's Ok for the game to look so similar to the other indie roguelikes above? Is the game missing too many UI elements to tell right now?

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Slay the spire looks good, if your game turned out like that it would be great

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I can name one person who would heavily disagree.

Well he's wrong (even if he is a genius)

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I don't want to be mentioned in regards to any of this.

Why?

It would be far more interesting gamewise if you just had a massive 10x10 bejewled board and the fucking "info" was presented a la stdin in and out

I need 1/3 of my screen dedicated to what dumb hats I've got "equipped".

I'll take that criticism to heart.

How do you think I can differentiate the game from "Bejeweled 3" while not going too far into "Peglin"?
I certainly agree that I spent too much effort trying to make this demo presentable and to show a general idea, rather than making it "interesting".
There is still a lot of room to improve it, we can discuss this on TS if you want.

About 5 days of work in the last 2 weeks went into underlying systems that have basically nothing to do with the game itself and are just code refactors.

You've just made a dungeon crawler that plays a bejeweled minigame for progression. I really think the interesting idea was to merge the "dungeon crawler" into the bejeweled board.

You've just crudely stuck pinball onto a game rather than building a game into pinball itself.

The "Dungeon crawling" board currently is running the same functions as the battle board, it's just a matter of game design of how to make it more interesting than "Walk into monster"
The broughlike design is a big inspiration, but can it work in a bejeweled setting?

At this point start working on the narrative; there's no saving this sinking ship.

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It's not sinking, it's only been a week and a half and the game has barely changed.

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You are never going to escape the feeling that the "bejeweling" is some tacked on minigame gimmick if you aren't bejeweling the entire time.