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Goniks

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A member registered Aug 04, 2024 · View creator page →

Creator of

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Hi! Wow, this is an incredible design journey! The way the mechanics evolved organically—from simple allies to a fully gearable, controllable squad—is exactly how the best, most addictive games are made. Your focus on procedural generation is brilliant; making everything from the body-part boss to the maps procedural ensures the game never gets stale and truly captures that infinite offline MMO vibe.

I'm actually working on a project with a very similar spirit right now (tactical AI, deep stat-stacking, and procedural items). I would absolutely love to see this project brought to life or recreated. Have you ever considered reviving it, open-sourcing the old build, or rebuilding it as a spiritual successor?

Hi RGreen! 

I stumbled upon your old "Procedural RPG Dungeon Crawler" prototype. I noticed your UI and party controls, and they immediately reminded me of a classic MMO arena. 

I’m currently developing a single-player game with a similar vibe (a tactical PvP simulator against bots), so your project really caught my eye. 

I was just curious: when you were working on it, did you actually realize how unique your concept was? Were you intentionally trying to recreate that tactical MMO PvP feeling with your AI, or did you have a completely different idea in mind before the source files were lost? 

Good luck with your new space project! 

Stylish, I especially liked the first one in the bottom row, is it a vegetable ship?

I went to look and got stuck

Yes,  of course!

Спасибо за ответ)

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