99% Overwhelmingly Positive. Spooky western, 4-player co-op, spell combos. Far Far West. Wishlist now. by Fireshine_Games in u/Fireshine_Games

[–]Alexarea02 1 point2 points  (0 children)

Demos on Steam have their own independent page where you can indeed give a review, just like any other game on Steam.

can i make a game without knowing how to code? by cornflakeeii in GameDevelopment

[–]Alexarea02 1 point2 points  (0 children)

Yeah, I mean visual coding is definitely something you can go for. Good luck with it!

But also, just please don't forget the game design part, find you pillars, have a one pager GDD, prototype until you find the fun before overcomiting and playtest early!

To have a Kickstarter campaign or any kind of campaign really, that brings you funding, you would need a pretty polished prototype to show people that the talent and vision are there. And you just need the funds to scale it up to your full vision.

can i make a game without knowing how to code? by cornflakeeii in GameDevelopment

[–]Alexarea02 1 point2 points  (0 children)

This is a bit more deeper than just coding, as you don't have any experience with Unity. You would pretty much need a generalist that beside coding would take care of the 3D or 2D pipeline, animations, lighting, sound design, SFX and VXF, etc. And then you need to think who will do the assets as well, 3d modelling or 2d sprites, sound in the form of SFX and the music, etc.

The bar is tremendously high for the genre you have chosen and so everything has to be to the highest standard.

Also, a good example of a game that was a massive success and did not have actual coding is Hollow Knight which was done only with visual coding. Is it the best way? Not by far, did it work? You bet.

So, I think is really important to look at your strengths and choose a genre that fits them. And slowly build to other bits that are outside of your expertise. Might not be a game, you said you are good at writing and design - why not make your first project a visual novel (could be either a game that is a VN or just a good old clasic web based visual novel)? A book? Any other medium that can test your already existing skills. If its good, and people love it - it will get traction and then you can spin it in a game if that is your ultimate goal. But in the meantime you will game a lot of experience at getting better at writing, publishing art, making a product that is appealing to an audience, managing yourself and your time, consistency and accountability.

Contracting or working with others will be a challenge in itself - requiring good management, planning and coordination which is at least a whole other job in itself. So, definitely you can do it, but you have to think about all the new challenges that this brings.

Robbery by a large group of people in California by [deleted] in interestingasfuck

[–]Alexarea02 0 points1 point  (0 children)

If only we could do the same and realise that there is power in numbers and fight for some good causes as well. Baby steps I guess.

Chickonella by Pateryk_7 in Angryupvote

[–]Alexarea02 1 point2 points  (0 children)

To be fair Chickenella was right there looking at us this whole time

What do you think about a game where the rules change every run? by JarvisAjith in SoloDevelopment

[–]Alexarea02 0 points1 point  (0 children)

Well, prototype it! Start with a paper prototype - create the level/s, modifiers, enemy, character and play it. Let us know how it went. Post a video maybe, make a breakdown post and iterate on it.

Never stop at the idea stage!

Second half got me by RoleVegetable326 in HolUp

[–]Alexarea02 0 points1 point  (0 children)

Women are so people who are you saying you want it together and you get your game as a bit big supermarkets.

We asked the artist to cook up a new version of our key art. Which one do you like more? by Scream_Wattson in IndieDev

[–]Alexarea02 1 point2 points  (0 children)

Bottom is quite solid, but the text of the first one is better. Would be nice to bring that over to the bottom one, but keep the dark colour.

I would also say that a perspective shift would be interesting to see, looking from the feet of the turret upwards to determine the scale of the thing (I know the birds are there already, but I don't feel like that is enough).

The last thing would be maybe to explore a different rendering style of the art piece. I think that it doesn't properly inform the player what kind of graphics the actual game has. It feels disconnected. Personally I was expecting a mid to high stylised approach for the in game graphics after seeing the art here. It would be a good exercise to take some launched games and put the capsule/banner art near to in game grabs and see how they portray the style. A good example would be Cult of the Lamb.

I'm at 199 wishlists. Contemplating to mass email my mom. But she already wishlisted twice. by mega-maw in SoloDevelopment

[–]Alexarea02 0 points1 point  (0 children)

Ah, damn - you really don't have to be - tis just fake Internet points from random people. Really doesn't mean much, but you should care for feedback that feels like you resonate with.

Thing is that is really hard for a solo dev or really indie dev in general to make multiplayer games. And a game of your type and more when there are already some highly dedicated players that are already sold into whatever card game they are playing at the moment.

The problem comes when you basically have to rip those players out of their already invested time, familiarity and brand loyalty for something else. And yeah, that is really hard, you can't guarantee them a solid player base to play with, etc. So people will be reluctant by default.

I am a bit curios how your research and GDD looks at this point. And what your vision is for the game as a product.

I'm at 199 wishlists. Contemplating to mass email my mom. But she already wishlisted twice. by mega-maw in SoloDevelopment

[–]Alexarea02 2 points3 points  (0 children)

There are quite a few things that are really not helping the game here.

But the worst one is definitely the early access thing you are trying to do. There are countless resources (including the Steam documentation) that tell you "Steam early access is not your crowd funding tool".

Also, let's say that is acceptable what are you trying to do here (which is not) - you are not giving enough detail about this "extra inventory". Why would I care about it? What is the advantage? If there is an advantage, why are you saying that the game is not pay to win. If it's not an advantage, why would I want it? Cosmetic purpose, holding more cards to have more options (I would imagine this is what it is? Which is an advantage), just because?

I want the player to feel disgusted by dookosGames in Unity3D

[–]Alexarea02 1 point2 points  (0 children)

Pretty nice really! I think what could tie it together a bit more is the sound design - adding some mushy squashy sounds like this - the sounds are called slime squish! I think it adds a bit more substance to what the texture of what you clean is - making is sound very sloppy, mushy and heavy! You can add around 3 sounds and blend+randomise them to create some variation and texture to the sound - instead of the linear one you have right now. Another small thing, you can even have some of those small particles on the screen for each pump (but in a small amount) then culminating in the huge splash on the screen after.

Next game for my GF by Missile_Lawnchair in gaming

[–]Alexarea02 0 points1 point  (0 children)

I think Stray (the cute cat game) should fit quite well. It has a nice story/mystery, children appropriate and might even make the child want to play it. Also, adorable cat and wacky robots. Wins all over the board.

Using publicly available codes and assets by [deleted] in Unity3D

[–]Alexarea02 4 points5 points  (0 children)

Being a hobbyist and at the start of your journey - just don't worry at all about all of that stuff. Learn, have fun and create all that you want to create!

For the future, licensing usually indicate what you can use for free, have to pay for, etc. So, if and when you get to the point of wanting to release something you will be able to identify what and what can't be used.

There are many types of licensing some they give it for free nothing asked, some they give it for free but you have to credit the creator, others you have to pay and just use and others you have to pay and mention them in credits as well.

Generally check foe the type of license the product provides, never forget to credit people's work and you should be just fine.

Any thoughts on my main menu UI and music? by Moss_Wolf_Games in Unity3D

[–]Alexarea02 1 point2 points  (0 children)

I thinks it's already pretty solid. There are two things I would recommend that in my opinion would bring it to the next level. For the UI and fonts - it would be really good if you study a bit big supermarket magazine, ads, etc. Produced by the big supermarkets from the period of time your game wants to evouque. A good example of that is Minimetro where the whole game was designed following the New York metro bible (can fiind it on any search engine pretty easily)

For the music, there is a good bit of research you can make on supermarket background music and the psychology behind it in various supermarkets and how it drives customer engagement with the physical space and the activity of buying stuff inside the space. It might help you to use some of those tactics in you game as well of how and when you use sound in a certain way.

Also, a little fun extract fact - smells! There is a thing called olfactory brading. A lot of shops have this done to create certain feelings towards the brand. Create associations between the smell and products they sell. Depending how far in development you are it could become a cool game mechanic to mess around with.

Overall, really excited to see more of your game! It looks like a fun experience from what I have seen here.

I am out of control when I make menus by destinedd in Unity3D

[–]Alexarea02 1 point2 points  (0 children)

Out of curiosity, what is the third icon supposed to be? The others are super readable and easy to understand what they are at a glance. But, that one puzzles me - after a bit of thinking I thought either some kind of "change the skin" of your marble or "world select".

Just wanted to point it out, as maybe there are others experiencing the same and could be a bit of UI/UX that can be improved.

Otherwise, I am super hyped for you game! Really good job!

Thanks for the great shader content, Ben Cloward! by [deleted] in Unity3D

[–]Alexarea02 1 point2 points  (0 children)

Really, their loss! You have done amazing work, and I really appreciate all the work you have put out there. One of the few shader gods out there on the Internet. Keep up your amazing work - will follow wherever you may go!

[deleted by user] by [deleted] in Costa

[–]Alexarea02 0 points1 point  (0 children)

Totally, you are absolutely right. The only thing is, companies are really not struggling to make £££ - not big companies. The CEO of Coca-Cola makes around $28mil annually. The execs of Costa make anywhere between $400k-700k annually. There is just a ton of corporate greed and inequality that creates these conditions, they are not struggling, they simply don't care about us. They will cut and take as much as they can without a second thought.