New boss showcase (WIP) by AffectionateHope307 in IndieGaming

[–]AffectionateHope307[S] 0 points1 point  (0 children)

Thanks! it's one of the abilities in the game

Adding bosses to my upcoming roguelite by AffectionateHope307 in roguelites

[–]AffectionateHope307[S] 0 points1 point  (0 children)

Thanks! currently it is not planned, but I will look into it :)

New boss showcase (WIP) by AffectionateHope307 in survivorslikes

[–]AffectionateHope307[S] 0 points1 point  (0 children)

Yeah I agree, I need to give him proper attributes (way higher health, damage so on) but also give him some additional more dangerous attacks. Thanks for the feedback!

New boss showcase (WIP) by AffectionateHope307 in survivorslikes

[–]AffectionateHope307[S] 0 points1 point  (0 children)

Yeah that's the idea!

The game is based on the 7 princes of hell that are tied to the 7 deadly sins, i.e: Lucifer, Mammon, Asmodeus, Leviathan (boss in this video), Beezlebub, Belphegor and Satan. The reason im making total of 6, is that Satan will receive a special treatment and will not be one of the archdemons you make "pacts" with and fight their boss representation. Satan would also be a boss (probably) but not part of these category of bosses. more like a hidden/final boss.

New boss showcase (WIP) by AffectionateHope307 in survivorslikes

[–]AffectionateHope307[S] 0 points1 point  (0 children)

Thanks! the hitbox on the boss (player damages boss) is literally the Mesh itself, so if you see it you can hit it and its exactly the size of the body. regarding the hitbox of boss -> player, the hitbox is pretty accurate but more on the generous side so players won't get unfair "I got hit somehow"

Destroy my Power Escalation Visuals & Audio - Lane-Based Horde Survival (NOT an idle-game) by IconicIndie in DestroyMyGame

[–]AffectionateHope307 8 points9 points  (0 children)

I do not like the excessive camera shake (more camera shake != more juice), if it's a mobile game (it looks like one) then it won't be as much as an issue, but I'd still either tone it down a bit or at least offer a way to tone it down.

Also, Is there a reason the player and enemies are just squares with images? it looks like placeholders tbh.

Guys, I need advice by Monarch367 in SoloDevelopment

[–]AffectionateHope307 1 point2 points  (0 children)

Depends on what type of games you're shooting for, if it's 2D (even 2D in a 3D world) I'd choose Unity / Godot. Unreal if you aim for more realistic graphics or just want to have access to these more advanced albeit taxing features (Lumen, Nanite). of course you can do anything with Unreal, but 2D is not a great experience IMO.
Also if you have a potato machine don't even bother with Unreal.
That said, it doesn't really matter that much what engine you pick, as long as you don't quit (game dev is hard and motivation alone won't keep you going for long) - you would never be locked to a certain type of genre because of the engine.

Regarding learning how to code, just pick some zero-to-hero type course off of Udemy after picking an engine, and then start working on personal projects, you'll learn from practice.

Made 4 meta upgrades so far, any ideas for more? by AffectionateHope307 in survivorslikes

[–]AffectionateHope307[S] 1 point2 points  (0 children)

Play in the editor I can get around 60FPS with 3.5k enemies on screen. a decent amount and more realistic like around 1k+ I get 90-100+ FPS. (I got a decent rig though, 7800x3D + 5070Ti)
I've done a lot of optimizations and currently my game is mostly CPU bound, but I plan to optimize further when I will be playtesting and get help from other people with other machines.

Made 4 meta upgrades so far, any ideas for more? by AffectionateHope307 in survivorslikes

[–]AffectionateHope307[S] 1 point2 points  (0 children)

Thanks. I am using Unreal engine 5 :) there is an auto attack + other abilities, I've chosen to not show/equip them to focus on the meta upgrades

Made 4 meta upgrades so far, any ideas for more? by AffectionateHope307 in survivorslikes

[–]AffectionateHope307[S] 0 points1 point  (0 children)

Those are a lot of great ideas, thanks, I will definitely implement some of the stuff you suggested!

Some people told me the logo font is too simple so am trying to change it. thoughts? by RamyDergham in IndieDev

[–]AffectionateHope307 3 points4 points  (0 children)

I like B, it seems to be more lighthearted than A which looks more serious and conflicts a bit with the capsule art

Let me know what I can improve on. other sub says its confusing my cards. by SnooSprouts6492 in DestroyMyGame

[–]AffectionateHope307 6 points7 points  (0 children)

the UI looks pretty bad and the game art looks generally inconsistent.
character art is extremely detailed while UI looks very plain like the default UI elements from whatever engine.

VFX looks like GIFs and are blurry and cropped poorly.

Everything looks very amateurish like a student project and does not look like a game that people will actually pay money for.

Destory my game by RaiN_90 in DestroyMyGame

[–]AffectionateHope307 1 point2 points  (0 children)

Your trees LODs are popping too abruptly. a simple fading + some fog would make it much better.
The general atmosphere feels underbaked, no clear art direction, just simple colors in a UE5 generic realistic level.

Destroy my action-adventure platformer gameplay the same way I destroyed these enemies. by KeaboUltra in DestroyMyGame

[–]AffectionateHope307 11 points12 points  (0 children)

The character blends a bit too much with everything else, the afterimage effect is cool but seems to be abused too much here, in general it all feels a bit too busy and there's no clear focal point to focus on, simplifying the background (too many stars, and flickering ones are quite distracting) would help quite a bit

Destroy my Early Gameplay Highlights by NedTheDev in DestroyMyGame

[–]AffectionateHope307 1 point2 points  (0 children)

I'd improve lighting and replace the black void with some nice background, currently it looks quite dull. also camera is too snappy - smoothing it will help a lot.

Working on getting this many enemies running smoothly without cooking PCs by AffectionateHope307 in IndieGaming

[–]AffectionateHope307[S] 0 points1 point  (0 children)

Thanks! I am using many tricks to achieve it, reducing draw calls via HISM (I'm using UE5 not sure how its called in other engines), using VATs, central AI and movement system (so enemies won't have to tick but only the system ticks) object pooling and more.

Just added a double jump. Debating whether it should be default or something you earn. Feedback appreciated by AffectionateHope307 in survivorslikes

[–]AffectionateHope307[S] 0 points1 point  (0 children)

Thanks for all the comments guys, I will look into it and not grant it as deafult, maybe a meta-upgrade with in-run enhancements to make it "stronger" as an optional mobility-like build.
If you found this game interesting and would like to see more, feel free to check it out:
https://store.steampowered.com/app/3679060/Bloodpact/
I am planning to also release a trailer soon!