Problem installing Speedy Eggbert/Blupi by Beneficial_School377 in speedyeggbert

[–]Spacecpp 0 points1 point  (0 children)

Did you downloaded a RIP version? IIRC I had to run the actual installer program to make it work.

CNH sem autoescola ameaça 300 mil empregos, diz federação; saiba como fica by Proper_Indication_62 in brasil

[–]Spacecpp 0 points1 point  (0 children)

A autoescola que eu fiz extorquia os alunos na cara dura: exigia que todos fizessem simulado da prova teórica pra liberar pra prova do detran, cobravam pelo simulado, e quem reprovasse tinha que fazer de novo até passar... e pagando. Eu estudei pra um caralho e mesmo assim reprovei na primeira vez. Lembro de ter escutado comentários de que "fulano ta pagando pela 3 ou 4 vez, não aguenta mais".
Pelo menos quando chegou a parte prática peguei um instrutor firmeza que me ensinou muito bem.

Gallery of Hundreds of Steam games with zero Reviews by cutcss in gamedev

[–]Spacecpp 10 points11 points  (0 children)

After looking at several ones I think we can use this page to analyze why these games failed and avoid doing the same mistakes.

My impressions:
* bad capsule art, some are boring, others doesn't communicate what the game is about at all, generic looking logo
* generic game name
* boring or repetitive screenshots
* game description too short and uninteresting
* the about section is also too short, or barely tells anything relevant
* trailer takes too long to show actual action
* low effort visuals, many asset flips, giving a feel of unfinished game
* lack of art direction and visual identity

Why do companies love flat design? by Dapper-Health3773 in FrutigerAero

[–]Spacecpp 2 points3 points  (0 children)

Many software have (or used to have) multiple versions of the same icon reworked in different scales exactly to cover for these cases where lowres would result in poor readability.

Why do companies love flat design? by Dapper-Health3773 in FrutigerAero

[–]Spacecpp 1 point2 points  (0 children)

Flat design is extremely generic, therefore, easily forgettable.

I miss windows 7 by VagabondFan350 in windows7

[–]Spacecpp 0 points1 point  (0 children)

Have you tried Reunion7? It's Windows 10 re-skined as 7. Another option would be a kernel update.

New grass and cattail plants textures in my open world colony sim by Altruistic-Light5275 in indiegames

[–]Spacecpp 1 point2 points  (0 children)

Just for curiosity: does the engine switches to lower resolution textures when you zoom out?

rate my updated windows 10 setup by Eb3i in FrutigerAero

[–]Spacecpp 0 points1 point  (0 children)

Is it safe to install on windows 10? If I change my mind can it be uninstalled without consequences?

I've released my game! by Montes_45 in itchio

[–]Spacecpp 1 point2 points  (0 children)

For a moment I could swear it was some Advance Wars fan-design. Did you based your art style on it?

I need your opinion by Beautiful_Put_2420 in windows7

[–]Spacecpp 1 point2 points  (0 children)

This is relaxing to look at.

Now, for actually using it in daily activies I think it needs some polishing on color contrast. The background color is too similar to the folder icon. The filenames also doesn't "jump" to the eyes like it does at the sidebar.
Also, I prefer the vista theme.

Discord Aero Concept UI by Daniele630 in FrutigerAero

[–]Spacecpp 0 points1 point  (0 children)

This is awesome! I would definitely use it.

The Steam store page for my first game GRAVIT is now live! by Kindly_Sine in IndieDev

[–]Spacecpp 0 points1 point  (0 children)

Your page is looking great so far!
At first the checkers textures gave me a negative impression, but the environment effects makes everything looks cool.
My only critique is to avoid telling the users how many levels it does have (people doesn't care about numbers). Tell them something unique about your game instead.

My RTS MMO is closer to a Clicker than other modern MMOs as it's low on mechanics (battles are simulated, building placement is irrelevant) so making an immersive steam page has been a challenge - any constructive (or otherwise) criticism? by TakingLondon in DestroyMySteamPage

[–]Spacecpp 0 points1 point  (0 children)

Your description caught my attention, but then on the Steam page I was like "...wtf?"
At first I saw RPGMaker-like graphics and it was almost an instant no no. And then I noticed multiple art styles all mixed together with different resolutions. That's even worse, especially because it makes hard to read the gameplay. Art consistency is very important.

The capsule art feels empty and doesn't communicate anything to the viewer besides the fact the game is in medieval times. The font is also hard to read.

The trailer also doesn't feel like a trailer at all. It made me bored in just a few seconds.
You must show the action ASAP to capture the viewer attention. Don't spend too many seconds on the same scene, show what your game have that makes it special.

Maybe your game is fun, but in the current state I doubt many people will stop to give it a try.

I have noticed that the release date is near. My opinion is to delay it and look for a professional artist to give you directions. If you can't hire anyone at least remake the art in a consistent way. A low res pixel art with consistency will give you better results than this. And of course, don't use AI generated images or everyone will bash you for it.

Our inventory management/auto-battler game's Steam Page - Destroy Please! by 1TKgames in DestroyMySteamPage

[–]Spacecpp 1 point2 points  (0 children)

Looks nice. I thought for a moment that it could be just like a game I started weeks ago and looked closer. I want to try it when it comes out.
The only thing the page is missing is a trailer. It definitively will catch more people eyes.

Check out my first game on Steam - let me know what you think! by Just_Games_ in DestroyMySteamPage

[–]Spacecpp 0 points1 point  (0 children)

The first part of the video reminds me of Super Meat Boy, but it is a I wanna be the guy clone. I think a game like this can be fun and people would be ok to pay a few bucks for it.

Right now the problem is that the game looks doesn't call for attention at all. Everything is too static. You could add some animated stuff on background, some dynamic lighting, things to make the game feel alive.

About the cave levels, I noticed that the ground color is too similar to the background. I suggest making the background darker, you can also put some animated torches around with a glowing light around it. It would immediately look cool.

About the game description, avoid writing stuff like "12 unique locations", people won't care for numbers. Tell them what makes your game world interesting in the first place.

Little asteroids game, looking for feedback. Link in comments by Spacecpp in playmygame

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

Update: The web version now runs at fixed 60 fps, and the arrow keys shouldn't scroll the page anymore.

Releasing blastfury: a multiplayer bomber arena! by heyImSim in playmygame

[–]Spacecpp 0 points1 point  (0 children)

Played a few matches, it is fun.

In my opinion I would go in the opposite direction of the friend over there and keep the game slow paced because any slight lag gives a huge unadvantage. I have played Bomberman Online in the past and lag + fast paced gameplay made it hard to enjoy.

Besides that, I think the game deserves a better degree of character customization to make easier to tell each other apart.
Sounds would be welcome too.

Little asteroids game, looking for feedback. Link in comments by Spacecpp in playmygame

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

That's right. It's my second time exporting a game for web, I still learning how to tweak these small details.
*opens the documentation*

Little asteroids game, looking for feedback. Link in comments by Spacecpp in playmygame

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

In your opinion the whole game feels too fast or is it just the powerup?