Metta Offline Indie RPG ✨
mettaoffline.bsky.social
Metta Offline Indie RPG ✨
@mettaoffline.bsky.social
We’re developing a single player rpg inspired by 2000s era classics! Follow our progress here: https://youtube.com/@mettaoffline?si=nM7x2B4UYcuBnWe_
Grats on the good reception!
May 31, 2025 at 1:12 AM
Nice to meet you. I’ll ask you to try our game once it’s more developed :)
November 30, 2024 at 8:58 PM
Very much looking forward to it! I’ll play it on my stream when it’s posted :)
November 30, 2024 at 8:16 AM
I’ve had this game wishlisted for quite a while. Perhaps I found it on Reddit? Anyway, excited to try it!
November 30, 2024 at 7:56 AM
😃
November 30, 2024 at 7:54 AM
I have been summoned. Our game is a single player rpg inspired by Ragnarok Online and Diablo 2. If that sounds interesting to you, please feel free to follow our progress 🙏🏻🙏🏻
November 28, 2024 at 2:03 PM
Sorry, I misspoke. I meant to say that companies are more risk averse. They don’t want to take risks. Right, the high amount of money means that risks costs too much. Which is where Indies are able to thrive, as I said.
November 28, 2024 at 4:02 AM
True! Still, I get the sense that the industry has become overall less risk averse in the past few years. Which is good for indie develops that fill that gap. Do you agree with my perspective?
November 28, 2024 at 2:59 AM
Gotta chug potions ;)
November 28, 2024 at 12:57 AM
Thanks! Hopefully it improves a lot in the next few months :)
November 28, 2024 at 12:48 AM
Do you get the sense that there is more apprehension in the modern game industry in giving players choice? I suppose when your primary goal is player retention, giving choice to players is a risk.
November 28, 2024 at 12:47 AM
But the ability to choose where to go also gives the player agency to create the curve they want. This can be a double edged sword and takes careful game design to not let the player ruin their own experience. Thanks for the quality insight 😎
November 27, 2024 at 10:55 PM
So in open world games, how much should one try to guide the player through a reasonable difficulty progression vs let the player try and fail and try again to discover it themselves?
November 27, 2024 at 10:48 PM
Have you considered an inverted version of this graph? Where the difficulty spikes as you enter new areas but as you improve, the difficulty lessens until the next area. I would suppose that a lot of MMOs follow this approach.
November 27, 2024 at 10:46 PM
How would you translate this into open world games?
November 27, 2024 at 10:43 PM
Wish-listed 😎
November 27, 2024 at 9:53 PM
I hope someone brought fishing.
November 27, 2024 at 9:43 PM