Last week I worked on the UI input system which is not really visually interesting, so I'll just post a combat clip this time
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@greencaladrius.bsky.social
IndieGameDev - Working on Cyber Aces, an action RPG with some social sim element. Steam: https://store.steampowered.com/app/2910430/Cyber_Aces_Hope/
Last week I worked on the UI input system which is not really visually interesting, so I'll just post a combat clip this time
#gamedev #indiedev
As another step towards the playtest, I began to focus on the non-combat parts.
I will still take a small amount of time each week to refine the combat and preferably post them instead.
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Enemies that accompanies bosses are now spawned only after all enemies from previous wave have been defeated Also, it is not necessary to defeat all of them to beat the game.
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Refining counter mechanic.
Counter is triggered by blocking at the right moment.
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No worries, it's not rude at all! Feedback like that is something that is really valuable because I will at least rethink and might also do some refinement!
It is a good point to keep exploring what works best, something that I will definitely do. And thank you for the detailed references! ๐
Thank you! ๐
I'll find unique solutions to those challenges ๐
But I really appreciate your honest opinion! This is something that I need to put in my backlog and prove again later ๐
08.08.2025 23:48 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Each boss has their own unique behavior but it does not feel the gap. Therefore, I'm thinking of fully committing to musou style combat where players fight the boss general with their soldiers.
Environment is another alternative that I might try if the feedback for this feature is bad in playtest
The combat is designed for one v many and that's why it does not really fit for 1 v 1. The idea for 1 v 1 for a boss fight sounds good in theory hence why I did it at first. But as I tested the whole combat from start to end, the gap between non boss fight and boss fight does not give a good feel
08.08.2025 23:40 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Thank you! And yes, only fodders will be spawned ๐
08.08.2025 19:44 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0๐
08.08.2025 19:44 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Interesting, that is something that I can test!
08.08.2025 19:41 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Good point, thank you! The fight should be ended directly after the boss has been defeated. I think I have some idea to add.
08.08.2025 19:39 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0It is not the standard, but I think this would enhance the fight. Each time I test the boss fight, I always feel something is missing and kinda feel slow. And using AOE on a single enemy feels different ๐
That said, depending on the playtest feedback, things might still change ๐
I decided that small enemies would be endlessly spawned to accompany the boss during a boss fight
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Completing sound mechanism with the music and voice integration.
I'm still using placeholder voices, but they are quite suitable especially for testing purpose.
The music is composed by @AJMillsMusic
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I conclude my current iteration with sounds so I can develop the game further. The sounds are not yet complete and still need a lot refinements, but I've established the mechanism and workflow. I'll still refine them but not as my whole focus for now.
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Thank you! ๐
18.07.2025 19:03 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0๐
18.07.2025 19:03 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I think I have found a more suitable workflow for me to work on the sound. I will need multiple iterations in the future to improve the sounds, but I will be able to get the first iteration done soon so I can continue with the development.
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Adding sounds takes a lot more time than I expected, especially because of the style I want. If by next two weeks I still get stuck with sound, I'll use placeholders and continue with the development.
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Thank you! ๐
Will do ๐ฅ
A little bit busy this week so I only managed to put some sounds and did some stabilization
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I revamped the old audio system because it was not optimal, and I started to put real sounds for the game. The sounds are not yet fixed as I still want to try different things that might give better experience to the player.
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It's an honor to hear that ๐
20.06.2025 19:47 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Thanks! ๐
20.06.2025 19:44 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Got some good feedback last time and now I'm adding some deviations to the enemies when they are thrown so it looks less uniform. I'm also finally done with the performance refinement in this iteration and fix the UI for the synchron skill.
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13.06.2025 20:42 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Some optimization to increase FPS and some system refinement so enemy reacts better on hit
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07.06.2025 05:21 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0