Hello r/games!
After over a year of development, I’m excited to showcase the first playable version of our game REPTERRA, an RTS colony builder game where you’ll command powerful dinosaur armies, build strategic bases, and defend against massive (10,000+) enemy hordes!
Steam Page with Trailer and Images:
https://store.steampowered.com/app/2768380/Repterra/
Repterra features:
If you’re intrigued and want to help shape Repterra’s future, we’re running a private beta starting March 19th.
Thanks for checking it out! I’d genuinely appreciate your thoughts and feedback.
Welcome to another Indie Sunday! This event starts at 12 AM EST and will run for 24 hours.
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It seems that the vast majority of singleplayer card games are roguelikes and it’s probably mostly due to the fact that they match very well with deckbuilding mechanics.
The few exceptions (non-roguelikes singleplayer card games) are usually based on strong IPs such as the Gameboy Color Pokemon TCG or some Yu Gi Oh! and MTG games on consoles.
There are still other few games that fall in this category such as Library of Ruina or Voice of Cards but from my understanding they seem more based on RPG mechanics than card duels.
The very few that remains would be games like Card City Nights or the Act II of Inscryption.
This got me thinking if this genre combination had an inherent design flaw with it.
Maybe people don’t like to duel AI outside of predictable patterns?
Maybe it’s the lack of replayability?
Do you have anything that would discourage you from playing/creating a game that would fall within this category?
The following titles have been delisted:
Earlier, it was reported that some games would be leaving EA Play, including Operation Flashpoint: Dragon Rising, with a removal date of March 14—the same day it was delisted from Steam.
NVIDIA is going radio silent on this issue and I’m unsure how to bring this everyone’s attention. Please try enabling VSYNC globally in NVCP on a gsync monitor, especially if frame gen is in use and get back to me on if it stutters. Seems to affect a wide margin of users. https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/559991/572xx-framegen-v-sync-stutter-issues-you-are-not/
I know everyone is talking about how great the game is in terms of gameplay and story and sales, but can we take a moment to appreciate how well optimized it is? The graphical style obviously skews towards realism and the game has tons of effects and big scenes and yet runs like a dream. AND it’s an Unreal 5 game. Everyone has been dunking on UE5 for poor optimization and while I agree it has it’s issues, it’s still a tool that can be used effectively and this game is a perfect example of that. Mind you, I’m running this game at 2k resolution on high settings with an average of above 60 fps. What’s so surprising about that? I have a 6 year old pc with an RX 580 8gb graphics card and an i5 cpu (I know I’m due for an upgrade at this point).
But there has been this growing argument against modern optimization concerns that you can’t expect decent quality graphics with older or mid/low tier hardware, which is so wild to me considering I’ve …
Honestly, I can hear them talk for hours and not get bored. It’s an insane amount of talent.
I’m only Legend, but my teams never do the tormentor ever since they moved it to the corner of the map. I think its place on the map is awkward and a failed experiment. They were routinely cleared when there were 2 of them in the old locations
yea idk. I was bored and had a tummy ache this afternoon.
I saw the new update and it got me thinking about what the exact values of the neutral camps were. Out of curiosity I started checking some numbers and I realized that the neutral camps were reduced by significantly more than the 15% that Yoshi mentioned in his most recent patch notes post. This is due to the fact that they not only reduced the base soul value of each individual Denizen, but also the time scaling factor of them.
Here is what the values were before the patch:
|Source|Soul Value| Soul Gain (per/min) | |:-|:-|:-| |Small Denizen| 38|+1.08| |Medium Denizen|76|+1.08| |Large Denizen|190|+1.08|
Here are the values after the patch:
|Source|Soul Value| Soul Gain (per/min) | |:-|:-|:-| |Small Denizen|33|+0.3| |Medium Denizen|65|+0.6| |Large Denizen|162|+1.49|
This lead me down a rabbit hole of realizing that the nerf was much larger than the 15% they said, but how much larger exactly? I proceeded to make a spreadsheet going over (most of) the camps and how much they are …
https://www.reddit.com/r/DeadlockTheGame/s/f6yPc0dO7o Maybe it’s time to form a basketball team?
This is how my games look lately. (I get it that Wraith is good at pushing objective but still.)
We start pretty evenly matched but as soon as one team starts pushing objectives in group, we get completely destroyed. Rest of my game is really just trying to help with team fights on pretty random jungle places, or pushing solo objective. Today I even got called out for asking others to help me. 2 individuals got really angry that I push instead of constantly fight.
So I’m asking, do your games look similar? Do you play the objective or just fight until you steamroll through enemy spawn and all…
It is really frustrating to feel like your in group and as soon as one enemy shows up everybody scatters to farm…