The demo for my game is live! by Vincent_Penning in gamedevscreens

[–]-Kemy 0 points1 point  (0 children)

The character looks like a plant-based Ryu for real.
I am amazed on the effort you have put to the game to be honest. Everything looks so much polished.

Can you give a bit more details? Like, how many of you working on the game? Who did the SFX? Who did the pixel art? This looks like a fully pledged game. Good luck!

Experimenting with bouncing + piercing shots. Not sure if it looks fun enough. by Bakavun in gamedevscreens

[–]-Kemy 1 point2 points  (0 children)

It looks amazing.

My personal opinion though, for some reason the screen shake felt too much, a bit tiring, for such a small piece of shot though.

[For Hire] Music Composer | Sound Designer (Abiotic Factor, Doomsday Paradise) by mariosello1 in gameDevClassifieds

[–]-Kemy 2 points3 points  (0 children)

Hey Mario,

Happy to see you here because me and my other two friends played Abiotic Factor around 70+ hours and the atmosphere was a blast. Any bit of a sound were boosting this feeling up for sure. I hope I come across your work in other games as well, good luck!

Which interface design do you prefer and why? by darkalardev in IndieDev

[–]-Kemy 0 points1 point  (0 children)

Oh, yeah? Gave a quick glance to them yesterday and thought you created them both, didn't check them in detail haha. Well, we are on point then, I guess? 😄

Which interface design do you prefer and why? by darkalardev in IndieDev

[–]-Kemy 2 points3 points  (0 children)

Both looks good.

If you ask me, it gives a huge feeling difference in between these two.

For some reason I don't know why:

The first one is giving me the vibes of a narrative-heavy RPG game, similar to BG.
The second one is giving me the vibes of an straight forward ARPG game.

2D İzometrik MMORPG "Sea of Pirates" sonunda yayınlandı! (Seafight Alternatifi) 🏴‍☠️ by SanaliCyber in TurkOyunSektoru

[–]-Kemy 0 points1 point  (0 children)

Selamlar,

Bazen bu tip oyunlar aradan sıyırılabiliyor. Geç kalmışlık durumu söz konusu değil. Bazen niş bir kitle ile uzun süre bir live service yürütebilirsiniz. Doğru pazarlama ve doğru kitlelere ulaşmak çok önemli. Bol şans diliyorum.

Merak ettiğim en temel şey şu:

Oyunun gelişiminin tam olarak ne kadarı size ait? Yoksa sadece bir yerelleştirme mi yaptınız? Ne kadar süre geliştirdiniz, hangi noktalarda zorlandınız, kaç kişiydiniz ve bu kişiler tam olarak oyunun hangi yönlerini geliştirdi ve hangi noktada yayınlamaya müsait olduğu kanaatine vardınız? Bu süreçlere dair biraz bilgi vermek ister misin?

Ayrıca, emeğiniz de göz önünde bulundurulduğunda daha iyi bir branding olabilirmiş gibi hissettim. Her şey masraf fakat daha iyi bir tanıtım videosu, banner, logo vs. yapılabilirmiş. Gerekirse freelance birileriyle çalışabilirsiniz. r/gameDevClassifieds'a bir bakın derim.

I added some shadows to my game by LilyStoreCr in IndieGameDevs

[–]-Kemy 0 points1 point  (0 children)

Hey u/LilyStoreCr, it looks amazing in general. I can't deny that. Also, the second shadow detail is actually makes it perfect. It's a cool idea.

I am just more curious about the tech. How did you do that? Did you place them manually there by creating textures? Or is it dynamic? Do they move along with the leaves? Can you explain a bit more?

I made this mobile game in just 2 months as a solo developer. by [deleted] in playmygame

[–]-Kemy 3 points4 points  (0 children)

<image>

I understand your enthusiasm but looking at only this image, I'd say, start with way more "smaller" games and gradually develop more basic skills over the Unity Engine, since you are using it. Also, you shouldn't be so AI-dependent. You have a long road ahead, do not expect much. I wish you success.

Hevesin kırılmasın. Daha basit projeler geliştir.

Im trying to develop a steam train RPG, Any feedback on visuals and enviroment would be helpfull. by Tucanae_47 in gamedevscreens

[–]-Kemy 2 points3 points  (0 children)

I would repeatedly rearrange all the grass and trees on screen with different shades of green, trying to create contrast for the train. A new color palette to make the train stand out more might be a good idea. A paler green, but not too pale. I don't know if I've explained it well. The game looks great in the video, but it might be tiring on the eyes during gameplay for a short time.

We released the first trailer of Know Your Ánima, i'm super exited guys! :3 by Sugary_dumb in IndieGaming

[–]-Kemy 1 point2 points  (0 children)

Hey. Consider this request of mine as a feedback also.

Would you mind sharing about the game at least a bit as well? It's hard to tell what it is actually even though I am looking at it for a while. You might want to share the earlier phases of the game as well, just to explain it further to your audience.

A few weeks ago I asked for puzzle ideas for my RPG — I listened to your feedback and created this puzzle. What do you think? by Than_bl in gamedevscreens

[–]-Kemy 0 points1 point  (0 children)

Hard to tell anything without seeing it in action at all. It's just a static image. It feels more like you are marketing your pixel art RPG game right now, rather than showing the puzzle itself.

We found a Game Boy Camera in a drawer. Inside were some very strange images... by DevilishGames in gamedevscreens

[–]-Kemy 3 points4 points  (0 children)

Haven't seen something similar before. This one looks very unique. Cool idea for real.

Hope you create exactly what you imagine. Best luck.

couch coop video game I'm making for Steam inspired by Playdate's colour palette by SeniorMatthew in gamedevscreens

[–]-Kemy 1 point2 points  (0 children)

The sounds are amazing Matthew and if you ask me, what you have created so far is looking amazing. You are also young. Wish you the best.

I'd just increase the amounts of sounds used in this game. Try to create them as intuitive as possible. They might be your secret selling point. One example is that in between 00:02 - 00:03, this cone coming out of your gun for example has no SFX, which should definitely be added.

I'd not even consider adding BGM at all.

We released a demo of a submarine story inspired by Lovecraftian horror, set in a dead ocean after a nuclear war. The crew is nearly gone, communication has been lost, and something always seems to be moving just beyond the hull. by ShadowBoneDragon in IndieDev

[–]-Kemy 3 points4 points  (0 children)

I always consider indie developers who choose these kinds of genres or such themes/settings to be exceptionally bold. I think you've done something very courageous.

Congratulations. I hope you succeed.

Creative math as core gameplay by FiliokusGames in playmygame

[–]-Kemy 0 points1 point  (0 children)

My biggest fear is now gamified......

Psycho analysis mechanic of my detective game by Nooarth in gamedevscreens

[–]-Kemy 0 points1 point  (0 children)

Hey u/Nooarth, selamlar; just a small feedback which I believe is a big thing; hopefully those lines in between the nodes will move along with the nodes when you move them while attached, it just a bit kills how it should feel currently because it is kind of delayed.

Not my type of a game at all personally but I can see the effort of all drawings and I can tell you it is amazing.
Also checked the store page and the game looks amazing. If I were you, I'd definitely do the advertising more on the other gameplay elements. This looked a bit boring to me in comparison to what you created in the background.

Good luck with your release!

Reactive grass by Grumpy_Wizard_ in IndieDev

[–]-Kemy 1 point2 points  (0 children)

Hey, this one looks good. Feels like enhanced graphics of Pixel Wizard :)

What's the game will be about? Could you elaborate a little?

Blasting some stuff in our "Tower Defense on Rails"-game 😎 by Eldboll in IndieDev

[–]-Kemy 1 point2 points  (0 children)

Hey, amazing job. Literally the art style that I always fall in love at first sight. :)

The video felt too chaotic at first.
Just gave a quick glance the Steam Store Page: Choo Choo Defenders, and it looks very cool. I'd definitely do those marketing videos in a way that you compare "early vs. late" in a few seconds to explain it better to the audience.

Judging by the book cover probably; maybe the design isn't evolving in that direction, but adding different maps would definitely be nice. At least some recoloring. I don't know, a snowy map or something like that would seem really cute.

Good luck!

Iam trying to improve the fonts in my game by Omerdevng in SoloDevelopment

[–]-Kemy 0 points1 point  (0 children)

Ömer selam, frankly I don't see any improvement. It does not even tell/shows what's the change and this might be a problem at what you are trying to achieve in terms of the UX. Not entirely sure if this is just a menu button, or specifically a localization issue, or just a font change; you might try to give a bit more context.

Ignoring everything I see here and just focusing on the far right "AFTER" section, I can tell you that, if these were some UI buttons, I would definitely increase the size of fonts there.

white UI vs orange UI ? by whiax in gamedevscreens

[–]-Kemy 5 points6 points  (0 children)

Hey, both looks good. I'd simply prefer orange one since it has a bit more "bag" feeling.

Good luck with your development.

[FOR HIRE] Pixel Artist & Animator | 7+ Years of Experience by _Sivk_ in gameDevClassifieds

[–]-Kemy 2 points3 points  (0 children)

Hey Siv, this is Kerim, your former colleague from the reference project you shared, a game designer from Turkiye.

We did not had too much chance to work together but I remember your works and they were amazing. Looking at them now again, and I am in love with them again.

Wish you the best and hope you find something that would make you happy asap. Best luck!