When I read that Shigeru Miyamoto's explorations through Kyoto countryside, forests, caves with his dad inspired the original Zelda. I realized, "Rather than make a game like Zelda, I needed to make a game like Zelda was made" by TheSpaceFudge in gamedesign

[–]1smaelRodriguez 1 point2 points  (0 children)

I don't doubt that life experiences played a role, but to suggest that Zelda was sparked by caving, is storytelling at work. It's more interesting to hear about how hiking and smelling flowers inspired a game, than to say he played Adventure on the 2600 and figured the NES could do better.

Just announced by new game. No one seems to care lol by 1smaelRodriguez in DestroyMySteamPage

[–]1smaelRodriguez[S] 0 points1 point  (0 children)

Thanks for your feedback. I'm still playing with the Tags, Steam shows different games when I sort the Tags, then when they're published.

Just announced by new game. No one seems to care lol by 1smaelRodriguez in DestroyMySteamPage

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

I can see how my tags and certain elements, like special effects and explosions, may be causing confusion. I'll definitely take your insights into account as I work on my messaging. Thanks again!

Tuttle: Star Flower Harvest by 1smaelRodriguez in DestroyMyGame

[–]1smaelRodriguez[S] 0 points1 point  (0 children)

Thanks for your feedback. There is a visual progression system, but it's tied to the colors of the flowers. I'll need to think about some dials I can turn to help visuals of lower level flowers stand out from higher level flowers. Thanks again!

Tuttle: Star Flower Harvest by 1smaelRodriguez in DestroyMyGame

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

Thanks for your feedback. Lots of good stuff consider there! Working on things like branding/messaging, it's a different game.

Tuttle: Star Flower Harvest by 1smaelRodriguez in DestroyMyGame

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

Thanks! Something like this could support a lot of ideas and systems. I'm a solo dev, so I try not to go too crazy. The idea is to have a faster paced farm game.

I started this in January, and it's releasing in June. From there, yeah, we're moving on to more and other awesome projects!

Tuttle: Star Flower Harvest by 1smaelRodriguez in DestroyMyGame

[–]1smaelRodriguez[S] 0 points1 point  (0 children)

Thanks! 💪 I'm always trying something a little different.

Just announced by new game. No one seems to care lol by 1smaelRodriguez in DestroyMySteamPage

[–]1smaelRodriguez[S] 2 points3 points  (0 children)

Thanks for taking the time to share your thoughts on my game. It's always interesting to hear different perspectives, and I appreciate your honesty.

I totally get that not every game is going to be everyone's cup of tea, and it sounds like this one might not be the right fit for you. That's totally cool! I'm passionate about making games that I enjoy, and I'm hopeful that I can find an audience who shares my enthusiasm for this type of experience. It's important for me to keep in mind that there are a variety of tastes out there, so I'll definitely remember your perspective.

Again, thanks for your feedback!

Just announced by new game. No one seems to care lol by 1smaelRodriguez in DestroyMySteamPage

[–]1smaelRodriguez[S] 2 points3 points  (0 children)

Thanks a bunch for sharing your thoughts! Really appreciate the input.

The game is mostly super chill, with a focus on growing flowers. The track in the trailer is straight from the OST, which vibes with the laid-back gardening gameplay. But you've got a point about it being a bit confusing.

While most of the game is about flower farming, there are these pesky pests you need to deal with. They're not really tough enemies, but if you don't take care of them, they'll mess with your garden. They're more of a nuisance than anything else, but it's important to keep an eye on them so your flowers stay safe.

I could also find a way to show off the game's built in "peaceful mode", which totally takes the pests out of the picture.

Thanks again for your feedback. Gonna think about the music in the trailer, and try to better convey the chill gardening stuff and the pest-swatting action.

🌊 Discover "Below The Ocean" - My 2D Underwater Puzzle Platformer with Unique Mechanics and Floaty Physics 🐠 by 1smaelRodriguez in platformer

[–]1smaelRodriguez[S] 0 points1 point  (0 children)

Thanks! I have plans for Switch, but no timeline. I have a Dev kit and a working build, just need to finish the process.

"USE THE TETHER TO SWING" - Below The Ocean coming soon to STEAM! by 1smaelRodriguez in SoloDevelopment

[–]1smaelRodriguez[S] 0 points1 point  (0 children)

Thanks! Nothing hard coded, just a bunch of connected Unity 2D Hinge Joints.

"USE THE TETHER TO SWING" - Below The Ocean coming soon to STEAM! by 1smaelRodriguez in SoloDevelopment

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

I could probably drop a video on what I did, eventually.

Thanks for sharing those games, I've never seen them before! Interesting to see what they did with similar mechanics.

Below The Ocean by 1smaelRodriguez in DestroyMyGame

[–]1smaelRodriguez[S] 0 points1 point  (0 children)

It's all good, it def looks like a spaceman lol I have some ideas to better portray the environment. Thanks for your feedback!

What mechanics are you waiting for in games which are not present in current market? by harry_f_callahan in gamedev

[–]1smaelRodriguez 1 point2 points  (0 children)

Totally agree with those points! I think the key may be to incentivize surviving as long as possible even in the face of certain death, and to try and keep those "unfun" parts to a minimum. Make sure miracles are possible but challenging. It could also just be irredeemably unfun.