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BreezeIndigo

4
Posts
A member registered Nov 22, 2020

Recent community posts

While there's a lot to like here, I think there's a bit of a fundamental design problem with this game in that it doesn't respect any kind of grid system. Probably the most egregious issue is that the growth room becomes annoyingly hard to manage the second you get more than 4-5 slaves / goblins in there. When they all pop (mature) at the same time, it becomes a frustrating mess just to try and sort through them all.

I think a better setup would have been for all the rooms to obey a grid system (e.g. the growth room could be a 4x4 size) and for the growth room to have organised slots that fit that grid layout.

I'm sorry, this is only peripherally related but is there any chance you've got detailed notes on the breeding mechanics?

I've built a game in Java and XML, a sort of fantasy-race breeding simulator. It simulates (sort of) genetics, races/bloodlines and spell/item effects. All it now needs is well, content. I've hit a writer's block for ideas and was wondering if you'd be willing to share some of yours so that I can load it into the XML and see how the game works (or doesn't) and build on it from there.

I realise I'm asking for a lot here and obviously if this thing is ever ready to see the light of day I'll see to proper attribution. Figured it couldn't hurt to ask? Happy to give you access to the source repo if you wish.

Obliged, but as a citizen of the Commonwealth I support Aric's point of view on taste.

Links in the OP appear to be down...