Earlier quoted context omitted.
> Everything feels slow - not because it needs better programming, but because it doesn't resolve actions fast enough. This is, unfortunately, a sin committed by a whole lot of games these days. Off the top of my head I can name XCOM 2, which notoriously seemed to have delays resolving actions for no discernible reason whatsoever . The mod to fix this was literally named "stop wasting my time".
I don't 100% percent know this for sure, but since a lot of gamers are using "how long the game is" as a significant portion of their "is this game worth buying" metric, we've unfortunately incentivized game developers to pad this unnecessarily. I'm not sure which is worse, the micro ways like this that they pad things out or the inclusion of entire irrelevant subplots or the "Cut and Paste Dungeon It Will Take You L…
Show HN: One Way Dungeon – A game I've been developing in the last five months
21–30 of 57 posts
Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#22Earlier quoted context omitted.
did you want to share more details?, like sales numbers, time it took to build, why you decided to return to a normal job, etc.
It all started with a game jam I did in April 2020. I enjoyed the result. And it kept popping back in my mind. November 24th I picked it up again, full-time. I plublished One Way Dungeon last friday. So it was about five and a half month work. While I'm a professional (backend) software developer, and have played around with game dev, I never worked on and finished a game. Last weekend I shared it with a small group…
Did you quit your job with the hopes this game would sustain you? If so, did you do any market research to validate that hypothesis.
Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#23Earlier quoted context omitted.
> Everything feels slow - not because it needs better programming, but because it doesn't resolve actions fast enough. This is, unfortunately, a sin committed by a whole lot of games these days. Off the top of my head I can name XCOM 2, which notoriously seemed to have delays resolving actions for no discernible reason whatsoever . The mod to fix this was literally named "stop wasting my time".
I don't 100% percent know this for sure, but since a lot of gamers are using "how long the game is" as a significant portion of their "is this game worth buying" metric, we've unfortunately incentivized game developers to pad this unnecessarily. I'm not sure which is worse, the micro ways like this that they pad things out or the inclusion of entire irrelevant subplots or the "Cut and Paste Dungeon It Will Take You L…
I can confirm that this is a common, intentional practice in the games industry.
Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#24Five months ago, I quit my job and started making a game alone. One Way Dungeon was what came of it. And the accomplishment of a life goal. I'll continue supporting the game and adding new content to it. But not at full time. I'm going back to a "normal life". (For those who don't want to install it or don't have Android, you can play it here: https://vaskivodev.gitlab.io/onewaydungeon/builds/release-1-... ) I welcom…
I will download it asap in order to play a round.
Did you used a web-based game engine and export it in an Android app in some way?
Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#25installed and playing. it's pretty cool! i'm really enjoying it. please let me give you a few bucks to turn off ads.
Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#26- The optimal strategy pretty clearly seemed to be max out speed and one type of attack. Most battles can be one shot victories. I assume it wouldn't be that difficult to build up enough durability to survive multiple rounds of a battle, but it'd likely be a lot slower. Final boss was one shot on my first attempt.
- I only did physical attacks. There wasn't much room for strategy. Tackle if tackle would kill it; wild slashes if tackle wouldn't kill it; big slash if even that wouldn't work. There were some stat change attacks available but they didn't seem too interesting. Most of the time you just wanted to do enough damage to win quickly. Sand attack seemed somewhat useful once or twice. Because battles were so short, an enemy would need to be able to survive at least 3 tackles AND survive fewer than that with a debuff in order to make using any sort of buff or debuff worthwhile. Cuz tackle/tackle is basically the same outcome as sand attack/tackle. I'm not sure any fights lasted longer than 3 rounds for me.
- I had no obvious way to know if magic was more effective against certain enemies. But in any case, physical was more than enough, and thus, splitting any points between physical and magic attack was sort of a waste. I think there was a beastiery but I wasn't really interested enough to look through it
- The attack ammunition felt a little odd. Mainly in that I mostly just wanted more tackle ammo but as the game went on, mostly got variants that felt less useful. Reckless tackle in particular felt weirdly useless in how dangerous it was to yourself. I did feel like I wanted to conserve some ammo, but mostly for not wanting the annoyance of farming level 1 for tackles. If I had known the game capped out at warehouse 3 I probably would have finished it a lot sooner just blasting everything with big slash and calling it a day.
- I think it would be difficult to continue to add more meaningful content without adding more depth to the combat.
Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#27Earlier quoted context omitted.
did you want to share more details?, like sales numbers, time it took to build, why you decided to return to a normal job, etc.
It all started with a game jam I did in April 2020. I enjoyed the result. And it kept popping back in my mind. November 24th I picked it up again, full-time. I plublished One Way Dungeon last friday. So it was about five and a half month work. While I'm a professional (backend) software developer, and have played around with game dev, I never worked on and finished a game. Last weekend I shared it with a small group…
Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#28Five months ago, I quit my job and started making a game alone. One Way Dungeon was what came of it. And the accomplishment of a life goal. I'll continue supporting the game and adding new content to it. But not at full time. I'm going back to a "normal life". (For those who don't want to install it or don't have Android, you can play it here: https://vaskivodev.gitlab.io/onewaydungeon/builds/release-1-... ) I welcom…
Congratulations! :) I will download it asap in order to play a round. Did you used a web-based game engine and export it in an Android app in some way?
Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#29Re: Show HN: One Way Dungeon – A game I've been developing in the last five months
#30Had a play through and found it pretty addictive; similar to other clickminer/grind style games I've liked in the past.
I found the action swap mechanic a little odd at first but ultimately a nice change of pace from the more typical "unlock/pay to play" style progression of actions.
I do agree with some other posters that there is a good deal of unnecessary tapping (choosing to return/continue, etc) but I think it would take a little ingenuity about how to keep the core gameplay as is and reduce those taps.
The ads did make me sad and really interrupted the flow/immersiveness of the experience. A revenue model I'd play with is a paywall after the first level (and capping the stats as kind of an "intro" experience) and doing away with the ads.
Last thought was around the item that allows the player to see the unit's information. That part felt especially clunky/tap heavy. Might be cool to just see the general strengths/weaknesses mid-battle.
Again, just a bunch of random thoughts, and the main takeaway is that you should be proud of not only building something cool, but putting it out there for others to enjoy!