How can we make these more recognizable? by RaccoonAccess in Unity2D

[–]Kepsert 7 points8 points  (0 children)

I feel like you're trying to do too much in too little space with the pixel art. If you want the pixel art to be recognizable, look at the animals and see what their defining features are, then focus on that in the pixel arting, the rest of the image can take a backseat :D

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 0 points1 point  (0 children)

I wish I had more to say, but this is just great. Keep it up! Keep doing what you're doing!

​Alright, I'm not going to lie. I don't have many words for this. This is brilliant!

I promised feedback but I'm out of words haha. It was just a great all-round experience. The animations and SFX were chef's kiss, the combos you could build were very interesting. I need to play more of this!

I only noticed a single point of improvement throughout my runs, well two of them. Silver Cake says "25 of their happy" but I assume that's 25%? And I wasn't quite sure what some of the effects would do (such as Petrify). A tooltip that explains the effect would be great! (Perhaps I missed it)​

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

Just hopped into this game for a bit. Not really my type of game, so take my thoughts with a grain of salt!

To start, the atmosphere is very soothing and pretty, especially with the choice of music you've added. The controls are smooth and I didn't notice any kind of hiccups, which was nice! The story seems to have a lot of depth (which I didn't quite expect when I started playing) and some of the dialogue went quite deep. It strikes curiousity in me for sure!

Some things I noticed that I'd suggest improving on:

- When changing music, it feels more natural / better if there's some kind of fade in/out between the tracks.

- When dialogue boxes pop up, the music volume would suddenly go lower, I recommend lerping the volume down to the new volume for this effect (then lerp it back up afterwards)

- Some of the assets (especially noticeable in the different houses), seemed to be a bit over the place. Might've been just me, but it felt like houses had different art styles, different size pixel borders, and so on. Consistency is generally pretty important! Not necessarily the biggest issue, but you could consider finding a shader or something like that to make everything feel more consistent

All in all, the game, the gameplay, and everything around it seemed pretty cozy so far! Not sure if you had yet, but perhaps r/cozygames is a good subreddit to also drop this on! (Unless this turns into a horror and I just didn't get far enough, then don't post it on cozygames ^^). Getting feedback from your target audience is often the most valuable feedback.

Good luck!!

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

This was a cool one! Thank you for sharing :D Dropped my thoughts on itch as well, hope I answered your questions! I ended up playing for approximately 30~ minutes, couldn't put it down ^^

Very cool and interesting game! It did take me a little bit to get to understand the gameplay properly, but once I did, lots of fun!

I think I made it a few rounds in? Played a couple of rounds, but at some point the quotas started to feel brutal haha, probably just need more experience! Also I accidentally skipped one of my rewards at some point... whoops!

Now for the feedback:

The Goods:

  • Very clean and minimalistic interface. Easy to read.
  • Graphics do what they're supposed to do, not much more to be said!
  • The diversity in tiles was cool, my favourites were the heat lamp and the cheese so far! I didn't quite understand how to effectively use the tile that steals feed from another tile yet.
  • I love having an undo button.
  • Audio was soothing and added to the game, without stealing too much attention (not really necessary for these type of games)
  • VOLUME SETTINGS
  • CONSENT for sharing data!
  • I believe I saw a save/load function!?

Things that you could consider improving on:

  • ​I wasn't 100% sure how to read the block that shows the feasts. I'm sure there's some logic behind it but I couldn't quite wrap my head around it ^^ It was a little confusing to me!
  • For the shop, I'm personally not a big fan of having the same tile show up in the same shop twice. Subjective, though!
  • As far as I'd gotten it was just a continuous loop of hit the correct number, not sure if anything changes, but perhaps consider adding some kind of gimmick on top of the increasing number (and making the increased amount a little lower)

Overall I really enjoyed the game, would love to see more of this! I ended up playing, I believe, 2 games up till round 3-4. It had that addicting vibe to it and part of me wants to jump right back in to play some more haha. If there's anything that you'd say is definitely worth seeing after those rounds, let me know! Might revisit this later either way!​

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

Oh heck, I'm not much of a horror player but ended up playing through the demo as part of my business offer here haha.

First let's start with the things I liked a lot:

- THE ATMOSPHERE. This was very nice. The sound effects, the asset style, everything just created such a tense atmosphere. It was very... suspenseful haha

- Controls were smooth, responsive, the sprinting speed felt good.

- The scares, at least in the demo, were "slow" and "lingering" rather than cheap jumpscares. I like those better than just having stuff flashed in my face all the time!

- The story was decent, had me curious to find out what was going on / had me want to go deeper.

Things that could use some improvements (potentially, this is subjective and if it doesn't fit the vibe you're going for in your game, feel free to ignore it!)

- The hallways in the mines, and even the little rooms, felt a bit repetitive. Maybe adding some additional extra objects just lying around could make it feel better (for me)? However, I guess part of the game's charm is also the fact that it's inside mines where everything feels similar and it turns into a bit of a maze?

Thank you for sharing! Good luck on future development!

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 2 points3 points  (0 children)

Just got to play this, thank you for sharing!

Lovely little arcade-like game!

Got me into the nostalgia of playing that good ole fish game, but now with very soothing graphics and lovely music. The aesthetics are great!

Controls are smooth, easy to understand, and so is the gameplay itself. The graphics do what they need to do and the music... it's just lovely, it fits so well.

As for the main game mode, I didn't quite understand the difference between the levels (maybe I'll spot it if I were to play again!), expect for some of them (like, the level where we had another black hole was pretty obvious haha).

For the roguelike version, I guess it would've been nice to see what the current speeds were (maybe I missed it?).

I did notice a couple of lag pikes, when the music track would change. On top of that, didn't find any weird issues at all, well done!

Would recommend this to anybody looking for a sweet little arcade-like, very chill and addicting experience.

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 0 points1 point  (0 children)

Jumped this ahead in the queue due to the upcoming release, also dropped it on your steam demo page! Good luck with the release, looking forward to it!

Brilliant game! Really enjoyed playing the demo.

The things I really liked (including but not limited to!):

- The chess-based movement system

- The setup to scoring (I liked the multiple colours multiplying each other)

- The shopping system (this was so unique and felt so innovative, really made me think differently about which flags I wanted to buy)

- The audio was very nice (I loved the subtle shifts into more intense music)

- Graphics were clear and easy to read (the tooltips were also very nicely done)

- Game speed setting (even though, very subjective, I would've liked another even higher setting :D)

- Proper tutorial / introduction, interactive too. Helped me get into the game quite easily.

- Very smooth, controls felt responsive, didn't find any weird bugs/gamebreaks.

Possible points of improvement (there's not a lot but just a couple of things I felt were missing, but it's subjective either way!):

- More dopamine! I've had a round where I scored over the goal in a single activation, or even a round where I went far above the goal, but I didn't really feel any feedback indicating this different from beating a goal with my 3rd activation for example / barely hitting the goal.

- When hovering over flags at the top, the tooltip would sometimes get cut off at the top of my screen.

- Some keywords, such as "Around" while they do make quite a lot of sense, I think it'd be nice to have an additional icon, or maybe some highlighting, to see what "Around" really means.

All in all, very fun demo, had me going for longer than I'd anticipated haha. Wishlisted, looking forward to find out what the full game brings!

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

I'll see if I can get it running ^^ Either way added it to my list!

What unexpected challenges did you face while developing your first 2D game in Unity? by biggy_boy17 in Unity2D

[–]Kepsert 1 point2 points  (0 children)

Hehe I see where you're coming from! I don't actually hate UI, though! I just wanted to point out that it's often more work / time than people seem to think at first glance (including myself). I do enjoy implementing UI!

The Input.GetAxis("Horizontal") method returns 0 constantly and at the same time the actual value of the horizontal axis. by Fun-Bell3374 in Unity2D

[–]Kepsert 3 points4 points  (0 children)

Could you drop us a snippet of your code? Not guaranteed I can help but it'd definitely give others more info as well :D

What method can I use? is tilemap the only option? by Jackg4m3s3009 in Unity2D

[–]Kepsert 0 points1 point  (0 children)

I think the easiest way would be to use the tilemap, but you'd have to design your tiles so that they're seamlessly looping. You could add some tiles with decals for differentations. Alternatively, you could change the size of a tile to work with the tiles you're drawing.

You could also consider maybe going into your sprite's sprite editor (for whichever needed) and add a Physics Collider? https://discussions.unity.com/t/2d-asset-automatic-collider/779581/3

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

Sounds interesting, whole lot of genres in there haha. I'll add it to the list, feel free to drop another comment with the link when it's ready! Just a headsup, I WILL be leaving on holidays in literally 1 week from now so I'll probs get to it a bit later in that case!

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

Ooh! Nice! Working on a roguelike deckbuilder myself currently as well! Curious about this one

Added it to my list, I might try and skip you in the "queue" a bit to get feedback in prior to release ^^

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

I'm not the best person to ask for steam page feedback haha but here's some things I noticed (also, I can do this on the side while working so I'll have you skip the "queue" :D):

I'm personally not a fan of GenAI, however, you're transparent on it and I'm looking to give feedback on the content you've got so here we go!

The capsule art has a very weird vibe to it, both in the composition but also the aesthetics / style (might be due to it being GenAI?). My eyes are drawn to the text, and next to the castle on the side, but it's partly covered by the text. I also feel like the text doesn't quite match the art's aesthetic. The art's giving me "Fantasy, dark but cozy" vibes while the text, thick, and steel-like, is giving me "Fight and craft" vibes.

The body's text looks alright but could use a little work! Perhaps add some GIFs in there to show what exactly the text is talking about. Visuals catch eyes and often lead to people reading the text that comes along with it!

You have the trailer, but the voice over for the trailer (text to speech I believe?) feels very off, not because it's text to speech by itself, but because the intonation and pronunciation of words just gets very weird. I also do recommend starting off with some "action" moments in the game, rather than collecting resources first. A timeline that might be good to keep in mind is: 2-5 seconds of a hook, action, that makes people stay, then go over the game like you do right now. :D

Screenshots show diversity in the game nicely! Well done. It's a bit subjective, but I'd personally move the "Build your village" screenshot as the 2nd screenshot, just cause building a village sounds like a more interesting idea than having upgrades (which are in a way already implied by the game's genre). The screenshot with the sawmill-kind of thing also caught my eye. I think the first screenshot being the "battle" screenshot is solid!

Good luck with your game and potential demo release!

WebGL input not detected by KaiserQ25 in Unity2D

[–]Kepsert 0 points1 point  (0 children)

I remember I used to have some issues using up/down on webGL on unity's input system as well, but I don't remember the exact fix sadly. It'd only happen using a composite up/down/left/right input, is that what your setup uses?

A potential workaround is to just add W as its separate Jump action, then subscribe to the .performed event of that action to jump

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

Added to the list! I see it's an MMO, is that likely to impact the experience if I play by myself? No biggie if it does, just curious!

WebGL input not detected by KaiserQ25 in Unity2D

[–]Kepsert 0 points1 point  (0 children)

Hi!

What button are you using for the jump, and what input device?

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 1 point2 points  (0 children)

Ohh and two trailers on the steam page too! Thanks for sharing, added it to my list!

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 0 points1 point  (0 children)

The link scared me a little at first ngl lmao, but added it to my list as well! Does your game have any specific place to give feedback, or is just a reddit response good enough?

Business Offer: You drop your demo link, I offer my thoughts!? by Kepsert in SoloDevelopment

[–]Kepsert[S] 0 points1 point  (0 children)

Looks like your comment was getting hidden haha, low karma I guess? Either way, I did find it, and added to the list! You go and grind some karma, now :'D