The big beats
Fun graph exponential. If people were to play the game now, for the first time ever I think they'd think, oh wow, this actually isn't dog crap! My dream is that in a week or two after implementing some more content now that all the systems are more or less online that will go rise to "Oh F*CK This is actually fun, and it has a lot of f*cking potential." That's my target, that "oh shit this deserves support". It's a crazy world, I don't know what that support may be, I don't have high hopes, but you never know!
Woops, posted an early outline draft of this before I had any time to flush it out, oh well, not like anyone reads these anyway!
In a weird way the past day has been kinda nice, aside from being suppressed by mods on the Unity forum, I've felt sorta connected to the gamedev community for the first time in a long time. For once we all hated the same thing! I'm sure it won't last long, but for a short minute I could connect with other devs and share frustrations, it was nice. I wonder what could have been if it wasn't for all this stupid animosity the past several years.
I have these pings of regret. "Boy, I shouldn't have made that post yesterday about Unity, no big ass greedy studio is going to want to work with me." And as life passes me by, it's kinda rough being this kneckbeard that can't just friggin' hold my tongue like most everyone else who just plays the game as everything devolves to sh*t. Well, at least I'm honest, and the fact that everyone else is holding their tongues, pretending to be things they aren't and playing house as the building burns down, is a big part of why everything has gotten worse over the years.
ANYWAY!
It dawned on me that I always ramble in the context of my game, and it's largely, "I hope you guys think it's fun when it's ready" and there's no real straight up talk about game systems and why the game might be fun, so I figured maybe i'd spend a day talking about how I forsee the gameplay structure, and what i'm doing to try to make it a better gameplay loop.
Philosophies:
No noise, no throwaway content.
All elements are important in their own way. The way games are designed a 2 of hearts would have very limited shelf life in a progression games' shelf life. The player would get a four of a kind of aces and never look back.
Accents to existing mechanics:
Stuns
Crits
Health Regen
Lifetap
Kind of a short lived kinship, I miss feeling a sense of comunity, feeling a sense that someone has your back, that the world isn't against you. Not long ago I could honestly say I was trying to save this industry from itself, that there were bright eyed and bushy tailed innocents being crushed by this machine. It's been a long time in this cave, a lot of time to take in just how petty and vindictive everyone has been to one another. I've lost a lot of respect for the average person the past few years. Left to our own devices we'll comfortably sit on our hands as others slowly churn in the grinder. All the virtuous appeals are made with the hopes of getting a cookie, same with the shameless persecutions. Just being honest.
Get SeaCrit
SeaCrit
Deceptively Deep!
Status | In development |
Author | illtemperedtuna |
Genre | Action, Role Playing, Shooter |
Tags | Beat 'em up, Casual, Indie, Roguelike, Roguelite, Side Scroller, Singleplayer |
More posts
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- We gotta get some thoughts together2 days ago
- Blah, blah, blah3 days ago
- We Back5 days ago
- Down to Donkey Park6 days ago
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