r/IndieDev 9h ago

Upcoming! How it started vs how it's going! With the upcoming Cloud Keeper demo, feels nice to see how far it's come!

Here's the Steam page if you want to check out the game!
https://store.steampowered.com/app/2065400/Cloud_Keeper_Shrine_of_Dal/

25 Upvotes

12 comments sorted by

2

u/Upper_Stand 9h ago

Looking really good!

1

u/jetpackgone 9h ago

Thanks! It's been a journey :)

2

u/4Spino4 9h ago

everything looks like improved! Just the cloud designs were more cuter than now. Overall art style is cool, though. Wishlisted!

1

u/jetpackgone 8h ago

Thank you so much! I made the clouds smaller for better visibility, but then I had to make the faces smaller and less defined. Maybe I'll revisit to make the clouds more expressive. I appreciate the feedback!

2

u/LukasIrzl 8h ago

It looks super fun. Wishlisted :D

2

u/jetpackgone 6h ago

Thank you so much! :)

2

u/DionVerhoef 6h ago

It looks good. I am interested in the genre. I don't like vampire survivors that much, but I do like brotato somewhat.

I don't really like the roguelike aspects of the games.

I am thinking of making a game in this genre when I finish the game I am currently working on, but without roguelike elements.

1

u/jetpackgone 6h ago

Thank you! I am pretty similar in that I like Brotato more than Vampire Survivors too.

If you're ok with sharing, what kind of game are you making or planning to make? I hope the project goes well!

1

u/DionVerhoef 5h ago

Imagine brotato but without the roguelike elements. Instead enemies drop loot. After each wave you choose to either stop the run and the collected loot is yours to keep, or to go to the next wave to collect more loot. If you die, you lose the loot acquired during that run.

There are 9 waves with a boss fight as the tenth wave. Each wave is more difficult but more chance at loot. There are levels of difficulty like the rifts in Diablo 3. Higher difficulties drop more loot wnd raise the floor of the stat ranges in the loot, so instead of having 1-100 stamina on an item in difficulty 0, you have 10-100 on difficulty 10.

Items have skills build into them with random stats. In between runs you equip items. This will determine your build. You don't ever lose these items, once collected.

An example item is a bow with a multishot skill, x amount of damage to bow skills and x amount of health or other random stats like crit change or cooldown reduction or something. So if you got a good roll on that item, you could go for a bow build.

So RNG does not get to decide what build you play, and all progress is permanent, and no power increases during a run, only between runs when you equip upgraded gear.

1

u/jetpackgone 4h ago

That's pretty interesting! I like the idea of getting items to equip as loot. The risk of continuing the run and potentially losing your loot from that run sounds cool too.

Sounds there would be some RNG initially based on the items that enemies drop, but over time it wouldn't matter as much as you get more items since you keep them between runs if you don't die.

I like the progression! That sounds like a good way to let players experiment with builds and not rely on RNG. You should share once you have gameplay clips!

1

u/DionVerhoef 3h ago

It's just in the idea phase right now. I am working on a card game at the moment. When that is finished, I plan to start working on this project. I am currently playing alot of survivor-likes to gather ideas, but I think diablo is the biggest inspiration for this. I really like Jottunslayer, it's a bit of a mix between Diablo and a survivor like. Sadly still has roguelike elements. I am looking forward to your demo. Ten more days, right?

1

u/jetpackgone 3h ago

Cool, I look forward to it!

Yes, 10 more days for the demo! Just so you know it will have roguelike elements, similar to Brotato but with a bit of meta-progression with starter relics. I'll definitely be open to feedback to make improvements though!