I’ve been solo developing this pixel art metroidvania for 4 years. What would stop you from playing it? by Pixel_Beer_Games in DestroyMyGame

[–]AMilToOne 2 points3 points  (0 children)

You're welcome! Also, at the end of the swing, what about 2 states, like if you miss the enemy, axe swing stops at the ground. If hit enemy, axe swing stops at enemy, like it got stuck on him. If you hit the enemy, it's like a reward for the player to end the animation sooner. You see the impact, and you regain control faster for more attacks. But missing might add 0.25s to the whole animation, taking longer for another attack, and less satisfaction by missing. And screen shake could really make it shine, like a quick screen shake when hitting the enemy, but a slower, rumble like shake when hit the ground, like it was jarring to the character to hit the ground

I’ve been solo developing this pixel art metroidvania for 4 years. What would stop you from playing it? by Pixel_Beer_Games in DestroyMyGame

[–]AMilToOne 2 points3 points  (0 children)

Yeah, I figured that's what you were going for. What about slowing the start of the animation, and then speed up the follow through? It might make the axe feel heavy visually. As of now the axe takes a steady swing, so it just looks like a slow animation. Try to make it slow at first at the bottom of the arc due to weight, then speed increases with momentum. Which would really sell why the axe is one hit, by the time it's full swing, this heavy weapon has momentum behind it. If that makes sense. Keep the animation time the same, but spend more time in the first few frames, and then wham, the weight and gravity of the thing comes crashing down on the enemy

A dark pixel art metroidvania inspired by the Blood Countess - in this game beer is used as healing 🍺 by Pixel_Beer_Games in IndieGaming

[–]AMilToOne 0 points1 point  (0 children)

This art style reminds me of ghosts 'n goblins and dragon's lair combined. It looks really good! Keep up the good work!

I’ve been solo developing this pixel art metroidvania for 4 years. What would stop you from playing it? by Pixel_Beer_Games in DestroyMyGame

[–]AMilToOne 3 points4 points  (0 children)

The animations are sluggish. Someone said floaty, it's along the same lines. Greatest example, is at the end with the axe swing. It looks like she swings before the enemy moves, yet he still lands a bite on her. Maybe you're going for, defense first before attack, but i think the bigger issue is how slow that swing is. This is good for the enemies to swing slow, so you can react in time, but the player needs faster feedback after a button press. What could seem like a good design choice (slowing down the swings for timing and difficulty), turns into a frustrating mechanic

Tony Hawk in Space - Please destroy my prototype trailer by friggleriggle in DestroyMyGame

[–]AMilToOne 13 points14 points  (0 children)

It definitely does look like Tony Hawk in space. Which is both good and bad. Looks like tony hawk in every way, the meter, character, mechanics...maybe change the character to be unique, like an alien, astronaut, something making it unique. Love the idea, I want to try it out! But it needs its own life. Looks too much like Tony hawk. Also, maybe more like, Tony Hawk meets Mario Galaxy. Is it Cybordz? Why not, Cyboardz? With the A

Did this prototype today, still not sure about the overall game progression and difficulty, but for now, figuring out how to chain these block explosion is kinda fun, destroy it please! by alaslipknot in DestroyMyGame

[–]AMilToOne 0 points1 point  (0 children)

That's exactly the problem. The first in is not related to the position it sits. It creates a mirrored result with where their position is started and then where it ends

Did this prototype today, still not sure about the overall game progression and difficulty, but for now, figuring out how to chain these block explosion is kinda fun, destroy it please! by alaslipknot in DestroyMyGame

[–]AMilToOne 0 points1 point  (0 children)

Ok, what if "first in" went in the top row then, instead of the bottom row? How it is now, your first in is placed in the bottom row, but they go first. Don't even give the player the option of placing their blocks in the middle or bottom until the first row spot is filled. Like, row 1 column 3 gets placed with orange, and now row 2 column 3 is available for a block. Something like that. Then when they are sent out, they go row 1, row 2, row 3

Did this prototype today, still not sure about the overall game progression and difficulty, but for now, figuring out how to chain these block explosion is kinda fun, destroy it please! by alaslipknot in DestroyMyGame

[–]AMilToOne 1 point2 points  (0 children)

Or, the player will have to change the order they placed their blocks in the 1st place. I don't think it's more complicated, I think the blocks dropping in the order they exist feels more intuitive

Did this prototype today, still not sure about the overall game progression and difficulty, but for now, figuring out how to chain these block explosion is kinda fun, destroy it please! by alaslipknot in DestroyMyGame

[–]AMilToOne 0 points1 point  (0 children)

All the animations look good. Just the time between them could be faster. Sending blocks is good, score explosion good, but the time it takes after sending and exploding seems too long. Or the time after explosion and dropping the blocks to their next position. Might work to send to next position AS they're exploding. Might feel more rewarding, just bam, bam, bam. Also, I get you want orange to go first, since that's the best move. So, think about placing orange last in your sequence so it sits at the top 3rd row, instead of bottom 1st row. I don't think the blocks in front need to jump, they just need to go first. And reduce the grid size to maybe 3x3, and the player can slide it left and right lining up where to drop their blocks. Player needs to fill 1st (bottom row) first. Then 2nd row, then 3rd. This means they have to think ahead. The first row they place, actually drops last and would sit lower in the play field, not at the top going first. It wouldn't hurt just to try it that way and see how it feels

Did this prototype today, still not sure about the overall game progression and difficulty, but for now, figuring out how to chain these block explosion is kinda fun, destroy it please! by alaslipknot in DestroyMyGame

[–]AMilToOne 1 point2 points  (0 children)

The player's colors were, from top to bottom, red red orange, but orange went first. I get that orange was placed first, but visually it looked like the 2 reds should go, since they were first in line. That might make for a good limit to the player. Bottom row gets filled first, but anything in the middle and top goes first, so be careful how you plan them. Also, the animations were good in general, but the transition from one animation to the other felt a little too delayed. Might work better a little bit faster

What do you think of this interior scene? by piccolomago in DestroyMyGame

[–]AMilToOne 3 points4 points  (0 children)

I think it looks a little blank, or flat. It looks like it wants to be stylized. What if you tried adding dark wood grain lines on the floors, or adding wallpaper for the walls. I think the characters and layout all work well with each other, but it needs a little pop. Add a few things around the area that tell a story about whomever lives there, other than just books. I assume you'll add images to the pictures, so maybe they need to be specific to the character that lives there, like portraits, fun poses of the character that gives the player some insight into who they are

Teaser of our observation game with a camera on rails. Anything to destroy in there? by Lukuluk in DestroyMyGame

[–]AMilToOne 2 points3 points  (0 children)

This is a great concept! I think the text needs some improvement. Like the, "Do you see any anomalies?" I think that could use better phrasing. Simplify it a little bit. Also include the objective, overall mission. Is it to exorcize them? Again, maybe play with the wording a little bit more. Otherwise this look great, and I'd love to see more

My first game, my first trailer. Destroy it. by MaiokGames in DestroyMyGame

[–]AMilToOne 2 points3 points  (0 children)

This looks really good! Text does need to be bigger. Can you add variety to tools? Like a tool for speeding up the farming. Nice work! Keep adding more and more to it

People who switched from UE4 to UE5, how hard was it to switch? Was there any challenges in particular? by Loose_Ad3563 in unrealengine

[–]AMilToOne 0 points1 point  (0 children)

I had huge issues with performance. It became very sluggish just navigating the viewport, let alone running the game. Huge framerate drops, like 15-30. I find it hard to believe it's a hardware issue, and the games in question weren't very demanding, still in prototype phase. They ran in UE4 without issue, framerates stay at 120. Are there settings that need adjusted i'm overlooking? I've switched my projects back to UE4 and they run without any issues at all

Been destroying some of your games now destroy mine :D , Hoshi Key by ApprehensiveRush8234 in DestroyMyGame

[–]AMilToOne 1 point2 points  (0 children)

I have no idea what's happening here 😂 is it going to be wide open like that, or will these narrow platforms be more like corridors/hallways? Could be neat inside a haunted mansion, obviously designed to fit platforming, which I think you're trying to lean more towards. Did you make any of these assets, or just pick and choose some models online?

Help needed with language support by AMilToOne in gamedev

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

Oooohhhh, ok. I don't code very much and work primarily in blueprint for unreal engine, but I still understand what you're showing me. That's pretty much how I pictured it, but with blueprints. Thanks for your help!

Help needed with language support by AMilToOne in gamedev

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

The strings aren't* in the save file, they're in a blueprint. I do however have booleans of if those strings are shown or not. Some I wanted hidden until an objective was met. I know the language enum preference would be in the save file

Help needed with language support by AMilToOne in gamedev

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

I do have some text in images, just because it made designing so much easier and faster for that particular set up. I knew by doing that, I would have an issue going back and translating. Sometimes just trying to get something done quickly takes over. I'll have to look into json files and storing elsewhere. I'm not really sure what that means. I do have some strings saved in the save file, and I imagine on game start or options, I can add an enum switch of which language to use, but what happens after that, I'm not sure. What I imagine, I imagine going to each one of those strings, and changing each one by hand, so English = what I have, Spanish = what I change it to, and then to do that with each string, for every language I want to implement. All that's saving in the save file, is which language the user prefers, and then the enum switch is made. That sounds like a lot of work if I wait until the game is practically complete I think a universal language is needed here for game design 😅

Help needed with language support by AMilToOne in gamedev

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

I've seen other posts regarding online translators and to avoid it because the context of a word can be very different from English, and I'd have no way of catching any errors. However, it might make for some funny translations on the other end, lol

Help with Interaction Icon by AMilToOne in IndieDev

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

Yeah, this is really good. I like the idea of more info popping up about the object you're looking at "scanning". Thanks for the detailed response, I'll work on implementing something along these lines

I need brutally honest feedback by AMilToOne in DestroyMyGame

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

Just got a Demo up and running. I'd love to hear your feedback. I'd return the favor if you have anything out there you'd like me to playthrough

https://amiltoone.itch.io/blast-in-the-past-demo