Did a bit of research on how other RPGs handle improving on Random Battles. One unique system out there was when a random encounter starts, there's an Icon. A red exclamation I think meant has to happen, so can't skip (so not really a random one then, indicates clearly its a fixed battle). For random ones a white exclamation appears and there is a second or two timer where the user can essentially decide if they want to skip it, if they respond quick enough they skip it, too slow and the encounter starts. So this keeps you engaged and paying attention and to some extent gives you that nervousness of feeling like danger is near. Then there are I believe other color coding to indicate new monster, so highlights that you may want to do this battle to see the new enemy. Anyway not sure a system like this fits this game- but certainly got me thinking anyway of other ways to handle it.
Stray Voltage Games
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Hi - fun game! Reminded me of a much, much, more intense Gyruss - an old arcade game in the 80s.
I host a podcast for indie devs - called the Indie Dev Game Break. If you're interested in being a guest Jugi let me know and we can connect outside of here.
That unnamed bullet hell grid game I saw on twitter the other day looks amazing as well!
Cheers!
Hi,
We're Stray Voltage Games - we're a group of 4 partners working on PC and Console games. We have a game ready to publish, and another larger scale one in the works. Our partnership includes 2 Developers/Level Designers, a Professional Sound Team, and a Professional Artist with a small group of 1-2 artists under him. We are looking to add a partner to lead our promotion, marketing, and social media/online efforts and better market our games and build a following. We have a first game almost ready for launch that we are waiting to release until we have this partner in place. This role would include maintenance of web pages and communities such as Itch, Steam, etc. As well, it would include our Twitter, Youtube and other Social Media channels relevant to the game industry. It also would include seeking out influencers, reviewers, and media to help promote the game. Lastly it would include writing press releases and online posts and media support and interviews. We have team members who can support with video content, images, and some written content. We are looking for someone familiar with marketing and promoting games.
This is an equity/partner role, as we see this as a key role for our success, equity would be assigned evenly across the partners.
You can respond here. Also you can find me on discord at: grant-strayvoltage#2304, or be email at: grant@fivemedia.ca (Five Media was an older brand we used).
Our website is: www.strayvoltagegames.com
Thanks,
Grant
Nice, I like this genre, and the isometric tiles look great! I think the controls could be a bit more intuitive- maybe even just some audio/feedback would help- a lot of times I'd press a button and nothing would happen- but after reading the instructions and working at it, it's more I didn't have enough power/etc. to issue that command. But as a newbie playing it, takes some work to get going!
Good start! - but if you're looking for enjoyment factor, I'd recommend a couple "easy" changes - add another enemy type or two, or have that flying enemy come at a different height- add the ability for short jumps/long jumps, and possibly a duck- then work in a mix of speed, and different enemies as you advance. Otherwise just from a gameplay perspective it gets repetitive pretty quick! But the framework is there to build on!
Really great idea- and great sound and mood/graphics overall! Other than clicking the mouse was there a keyboard button you could click instead? My one comment was it seemed overly hard to click the mouse button fast enough to get energy up to 20, which made the game a bit hard to play and probably turns some players off early.