Awesome! I _love_ 868-hack. One question : Why aren't you reusing the engine you wrote the original in? Wasn't it an OpenGL engine in C? Seemed like a very streamlined engine. Godot seems like it'd be a LOT more resource intensive.
because it's been impossible to maintain that over years even on the two platforms its on, let alone release on further platforms. Godot is pretty good resource-wise, it's not a bloated mess like e.g. Unity.
At risk of repeating things you're very very aware of and are already working into the game: I relate to the "I wish this was a minigame in a larger fabric" sentiment for maybe a different reason: Many of your games involve a mechanic of multi-variable optimization, like (Likelyhood of finishing) + (amount of score) and a player weighing these factors against each other from turn to turn drives tons of cool strategy BUT- your games also include an aspect of high level goal setting which exists outside the game and must be done by the player instead of by explicit game-systems, and I find this slightly (interestingly) uncomfortable? Things a player might say like "I already have a clear with a score of 30, so for this run I need to value a score of 29 as a failure, and go for broke" You have built innovative mechanics like streaks / rolling-streaks which do totally address this but I actually think they are a bit hostile, maybe because they don't have rising and falling intensity with periods of stress and periods of playful exploration, or maybe something else? Contrasting with roguelite systems like balatros challenges or completionist-y things like "win a run with every deck at every difficulty" -where you do need to make very choices on what outcomes you're optimizing for, but the onus to change that target isn't on the player themselves
Nice work dude
Don't worry. You will reach the target and even surpass it! 2:20
Awesome! I _love_ 868-hack. One question : Why aren't you reusing the engine you wrote the original in? Wasn't it an OpenGL engine in C? Seemed like a very streamlined engine. Godot seems like it'd be a LOT more resource intensive.
because it's been impossible to maintain that over years even on the two platforms its on, let alone release on further platforms. Godot is pretty good resource-wise, it's not a bloated mess like e.g. Unity.
At risk of repeating things you're very very aware of and are already working into the game: I relate to the "I wish this was a minigame in a larger fabric" sentiment for maybe a different reason:
Many of your games involve a mechanic of multi-variable optimization, like
(Likelyhood of finishing) + (amount of score)
and a player weighing these factors against each other from turn to turn drives tons of cool strategy
BUT- your games also include an aspect of high level goal setting which exists outside the game and must be done by the player instead of by explicit game-systems, and I find this slightly (interestingly) uncomfortable?
Things a player might say like "I already have a clear with a score of 30, so for this run I need to value a score of 29 as a failure, and go for broke"
You have built innovative mechanics like streaks / rolling-streaks which do totally address this but I actually think they are a bit hostile, maybe because they don't have rising and falling intensity with periods of stress and periods of playful exploration, or maybe something else?
Contrasting with roguelite systems like balatros challenges or completionist-y things like "win a run with every deck at every difficulty" -where you do need to make very choices on what outcomes you're optimizing for, but the onus to change that target isn't on the player themselves