Steven🛰️
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starmotedev.bsky.social
Steven🛰️
@starmotedev.bsky.social
gamedev | procgen addict | making arcticide
oh nice, I guess I haven't got that far. looking forward to it
October 24, 2025 at 7:05 PM
duckov also has a very high level of polish, which is something you rarely see in more experimental games (no shade, just this is clearly an iteration/refinement of a design.) playing a run of my own game after, I was annoyed how small some text is, how clunky some interactions are, etc 😅
October 24, 2025 at 6:59 PM
do wish there were random spawns/extracts though, because as runs are so short you might end up taking the same route 10+ times in an hour which can get a bit stale. otherwise only gripe is I find scope-overlays in these games quite strange, feels off so I avoid using them (personal preference)
October 24, 2025 at 6:54 PM
have a bunch more I modelled a few months back, then shelved (as obviously not a main priority.) maybe I'll steadily drop them in when I need an easy mental break. they need to be textured/rigged but it's pretty fast
October 1, 2025 at 9:19 PM
(I think personally I also find most gamble-likes a bit too dry. STS is my all-time favourite roguelite, and although it is light on story, it still has great atmosphere, weird creatures and environment art, and a sense of adventure. number-go-up is maybe not enough for me for whatever reason
September 30, 2025 at 6:56 PM
another way to look at them is a distillation of buildcraft: the careful collection of gear/relics/cards/etc to improve your odds of winning. normally build construction is paired with some type of 'piloting': card order, action combat, etc. but, when the piloting is rolling a RNG, the build is king
September 30, 2025 at 6:56 PM
recently been trying persona 4, and I have to say, the story and characters are the main draw for me there. the dungeons and combat are a bit weak (to me), but the small town vibe and character drama is compelling. (I found the dojima cutscenes in particular very moving)
September 9, 2025 at 4:21 PM
I once had the makings of a memory-vignette system: as you progressed you'd unlock cutscenes or playable scenes to show backstory, a bit like edith finch. quite heavy scope though, and seemed a bit out of place. there are more subtle and efficient ways to add drama though, so I'll have to experiment
September 9, 2025 at 4:21 PM
kind of funny to consider wandering across an austere tundra only to be greeted with a screen congratulating you on your Frags and Headshots
August 26, 2025 at 6:08 PM
(this is spurred by my realizing I mostly stealth my way through my 'daily challenge' runs, as the only objective is to escape. in the campaign you have quests and a persistent stash, so have several reasons to pick fights. but, in the dailies I can't help but rat, the incentives are just too clear🤷‍♂️
August 26, 2025 at 5:57 PM