Game developers struggle with balancing game mechanics
21 posts across 5 communities in the last 30 days; 52% from r/IndieDev.
“However, if players pick each other up and form a loop, they can end up flying around. I think the flying can be a fun feature, so rather than banning it completely, I'd like to find another way around the problem. What's the best way to prevent this? EX) 1. If a loop is…”
“We’re running a playtest for Harvest Skies, a co-op agricultural aviation sim. You and your friends run a crop dusting operation together: one flies, another mixes chemicals, someone refuels the plane. Or everyone grabs a plane and races to the fire. We really need co-op…”
“I'm working on a high-speed hover racing game with jumps, uneven terrain, boost pads and branching tracks. The player ships use a physics-based controller, but I've been thinking about how to implement bot opponents, and honestly, making bots drive with the exact same physics…”
Several posts discuss the challenges of designing and refining game mechanics, including turn-based strategy, artillery gameplay, and card placement. Developers are experimenting with unique systems like blind card placement and physics-driven terrain modification to create engaging experiences.
SOURCES (21)
“Hey everyone. We're a small team from Turkey and this is Rustlers Online, an 8 player wild west shooter we've been building in Godot 4. Stuff we sank the most time into: - reloads. every gun (20+ of them) loads by hand, the cylinder turns,…”
“The game name is Funorbit, it's available in Steam as Early Access submitted by /u/AeroenixStudio [link] [comments]”
“However, if players pick each other up and form a loop, they can end up flying around. I think the flying can be a fun feature, so rather than banning it completely, I'd like to find another way around the problem. What's the best way to prevent this? EX) 1. If a loop is detected, disable weapon control. 2. If a loop is detected, deactivate the weapons. They fall to the ground and can’t be controlled. 3. If a loop is detected, all characters are released from the weapons. 4. And so on...”
“I built a retro inspired game - tanks like on the old console but with fog of war. This made game harder to play and more entertaining. Best to play with keyboard, but controllers and phone tap controls supported. I'd appreciate if someone can try different controllers and give me feedback which ones work and which don't. P.S.: the link https://fog-tank.com/play submitted by /u/michael-s- [link] [comments]”
“We’re running a playtest for Harvest Skies, a co-op agricultural aviation sim. You and your friends run a crop dusting operation together: one flies, another mixes chemicals, someone refuels the plane. Or everyone grabs a plane and races to the fire. We really need co-op feedback right now. What feels good, what’s broken, what’s confusing. The playtest runs until October 22. Request access on Steam: store.steampowered.com/app/4110140 submitted by /u/Blaze-Creative [link] [comme”
“Im working on SYLX: REHEAT an arcade jet combat game built around one rule: every action has to feel loud, cinematic and generous! I started from jet physics that feels like as you a pro pilot... and now i am here adding more and more explosions) submitted by /u/iEclisse [link] [comments]”
“Every round, time rewinds and everyone's last round plays back next to them. By round 5 there are 30 soldiers on the map and only 6 are real players. Feedback? would you play this? submitted by /u/Ahmad45123 [link] [comments]”
“We're a small indie team from Poland, and our demo launches this Friday! The demo will feature two game modes: PvP - Ducks vs. Hunters An asymmetrical multiplayer battle where Ducks sabotage the Hunters' objectives and try to take them down, while Hunters fight back and try to stop the Ducks before it's too late. PvE - Duck Hunting Head out into the wilderness solo or with up to 4 players, hunt ducks, earn money, buy better gear and weapons, and explore the region. We'd love for”
“We're a small indie team from Poland, and our demo launches this Friday! The demo will feature two game modes: PvP - Ducks vs. Hunters An asymmetrical multiplayer battle where Ducks sabotage the Hunters' objectives and try to take them down, while Hunters fight back and try to stop the Ducks before it's too late. PvE - Duck Hunting Head out into the wilderness solo or with up to 4 players, hunt ducks, earn money, buy better gear and weapons, and explore the region. We'd love for”
“I'm working on a high-speed hover racing game with jumps, uneven terrain, boost pads and branching tracks. The player ships use a physics-based controller, but I've been thinking about how to implement bot opponents, and honestly, making bots drive with the exact same physics sounds like a nightmare. So I'm considering a different approach: a network of connected waypoints, with automatically generated smooth paths between them. For jumps, I'd define takeoff and landing points an”
“I'm working on a high-speed hover racing game with jumps, uneven terrain, boost pads and branching tracks. The player ships use a physics-based controller, but I've been thinking about how to implement bot opponents, and honestly, making bots drive with the exact same physics sounds like a nightmare. So I'm considering a different approach: a network of connected waypoints, with automatically generated smooth paths between them. For jumps, I'd define takeoff and landing points an”
“Hi everyone! I'm making a multiplayer game that mixes Auto Battler and RTS elements, working title Autobattler. More about the project in the intro post . In short: players build a base that produces an army, and the army tries to destroy the enemy base. Players don't control the army directly. Here's what I got done since the previous post: A loading screen (and rewritten logic behind it). Match statistics. Building selection in combat. Loading Going from the menu into a match used”
“I’ve been looking around for how to properly juice my game (a jsrf/fzero/sonic riders type game) and most videos are centered around isometric/2d shooters or are very conceptual in nature. I’m not against that but I’d love to know if there were some more practical resources you might recommend. submitted by /u/ilikemyname21 [link] [comments]”
“I regularly see posts about swarm game prototypes, but I'm always disappointed when they never become full games and remain benchmarks/protos. So 7 months ago, after playing EDF6 with friends, I decided to solo-dev my own swarm game. A Roguelike TPS where, in each run, you create your own weapon with high-scaling upgrades, swarms of big enemies like EDF, and with online co-op. I made it with Unity 3D and its ECS-DOTS technology to support a high quantity of entities and physical entities. I&”
“Hey everyone! We're tiny team of three, and today we announced our first game, Mad Dvizhuha: Benzovoz . It's a 1v1 online game. One player drives fuel truck across a long bridge, the other flies a kamikaze FPV drone and tries to take it out. The driver has a smoke screen and a jammer, the weather is random (rain and wind hit the drone the hardest), and the whole thing runs in a PS1 look. And yes, there's a granny with a shotgun. We made it for evenings with a friend: short rounds, yo”
“Hi everyone, CarveLight is a turn based multiplayer artillery game (Worms-like). Unlike Worms, it focuses on throwing enemies out of bounds, there are no health bars. You achieve this by modifying the physics driven terrain. Free demo is now live on Steam, I'd love to hear what you think: https://store.steampowered.com/app/3244080/CarveLight/ submitted by /u/PenaltyGlad4907 [link] [comments]”
