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Self-proclaimed game developer. Working on creating a tech demo of "This is The End" - XCOM/Darkest Dungeon squad-based strategy game, based in steampunk/vermintide setting.

Comment History
Bryku
Bryku - - 17 comments @ Devlog #135: hand-holding tutorial

More like how to hold your hand in a firm grip on your gun so that the rats don't stand a chance ;)

Good karma+1 vote
Bryku
Bryku - - 17 comments @ Devlog #116: the new demo

Thanks! The game will be out on both Steam and GOG.

Good karma+1 vote
Bryku
Bryku - - 17 comments @ Shardpunk: Verminfall

Damn, it surely won't be running on dx9 or lower, as it is not supported by Unity anymore. Not sure about DX10 though - I believe you might simply have to try it out.

Good karma+2 votes
Bryku
Bryku - - 17 comments @ Devlog #64: 2nd tech demo progress update

Thanks and thanks! :)

Good karma+1 vote
Bryku
Bryku - - 17 comments @ Devlog #57: tech demo incoming. Let's talk game design again!

Yup, grenades are pretty effective, but come with a cost - each usage makes more enemies aware of your presence.

Good karma+1 vote
Bryku
Bryku - - 17 comments @ Devlog #55: risk/reward and other game mechanics

Thanks! I am very excited to be sharing the tech demo of the game soon!

Good karma+2 votes
Bryku
Bryku - - 17 comments @ Devlog #52: Revamping the tutorial system

Thanks! For me, Crying Suns is number 1 candidate for GOTY this year. Do check it out!

Good karma+2 votes
Bryku
Bryku - - 17 comments @ Devlog #43: optimizing time and costs

Indeed! It feels like the messages are a part of the game world, instead of being simply parts of the UI.

Good karma+1 vote
Bryku
Bryku - - 17 comments @ Shardpunk: Verminfall

Yup, it is. Same as in XCOM/Darkest Dungeon. You can read more at Steampunkratgame.com

Good karma+2 votes
Bryku
Bryku - - 17 comments @ More sounds and visual tweaks

Thank you for the good words! I can't say that I am thinking all of the stuff through though :) It's often trial and error - I introduce something, try it out and then decide whether I keep it or throw it away.

But yeah, due to limted time I tend to keep such feedback cycles to the absolute minimum.

Good karma+2 votes
Bryku
Bryku - - 17 comments @ More sounds and visual tweaks

Thanks for that!

Good karma+2 votes
Bryku
Bryku - - 17 comments @ Weekly devlog: weapon backfire mechanism expanded

Oh? Didn't think about this. I was aiming of having a gloomy look and feel (think "Lone Survivor", for instance).

On the other hand, game must have readable graphics, right? So thanks for the input - I will think about keeping stuff more clear (visually).

Good karma+1 vote
Bryku
Bryku - - 17 comments @ Weekly devlog update: cheating mechanics

Stuff like this could be exposed in the options menu, which will still be present in the game.
However, I don't think that I should give the players the possibility to manipulate these particular settings; XCOM is cheating in its RNG, so do Civilization games. It is just that human perception of regular random numbers generation mechanics is often seen as 'unfair' - I am trying to make sure that I make it more acceptable :)

Good karma+2 votes
Bryku
Bryku - - 17 comments @ Fleshing out the UI

Thanks and thanks! ;)

Good karma+1 vote
Bryku
Bryku - - 17 comments @ Post-january development update

Thanks! Yeah, the game is pretty early in development - especially as I am still doing this stuff as a side hobby project.

The only thing I know is that I am planning to release a demo this year. You can follow me on Twitter at @bryquthedev as I will surely post information about the demo there.

Good karma+1 vote
Bryku
Bryku - - 17 comments @ Shardpunk: Verminfall

Certainly, the project is alive and well!
You can follow the progress on my devlogs on itch.io (https://bryqu.itch.io/this-is-the-end/devlog) or TIGSource (https://forums.tigsource.com/index.php?topic=65119).

Also, do check out my Twitter page: Twitter.com

Good karma+2 votes