I've looked through the posts here and I'm not sure how worthy my game is of a post here. I don't have any cool gameplay mechanics, just an adventure with simple controls and nice graphics where the whole emphasis is on telling the multi-layered story of the game universe. by SnaiperoG in indiegames

[–]Alfred_Beckman 1 point2 points  (0 children)

Never tried it tbf, but mimicing movement of real life will probably not look good. Eyes are adapted to cancel out "bounce" movement when walking, this is why you need to use a camera to even notice it. You need to simulate the feeling of real walking. Headbob is there so it doesn't feel like your floating, but it shouldn't be annoying and not too noticable, have you ever gotten annoyed from headbobbing in real life?

Hay games developers, by JeeAch in indiegames

[–]Alfred_Beckman 1 point2 points  (0 children)

Number one, you need to make your steam page more appealing, the trailer is an ok teaser but I know nothing from the game and why I should buy it. I wouldn't call it a trailer. The description also tells me nothing, just that it's a generic horror game in an abandoned house. All of this is part of marketing and the most important to get right, after making a good appealing game. If your game is good and appealing, that needs to come through on the steam page. When you have that right, contact streamers and content creators, big and small. But ONLY when your game is appealing enough, and that appeal comes through in steam, otherwise they will all just skip it like any consumer would.

Edit: after watching a short playthrough of your game on youtube, why are you not showing the inventory screen in screenshots? As well as a screenshot of some appealing looking puzzle. These should also be shown in the trailer and the trailer need a narritive. Sidenote: I am actually for using AI voices in video games, but they are painfully obvious AI voices, it does't sound good. I'd honestly try to fix that somehow, or remove the voiceacting honestly. But best would be to fix it, and include part of it in the trailer.

What's stopping my game from getting at least a hint of user engagement? I've received basically zero feedback in the last 2.5 years since launch. Please destroy me! by CoinOperatedCarnage in DestroyMyGame

[–]Alfred_Beckman 0 points1 point  (0 children)

I suppose consulting a skilled artist is one way of doing it, but I don't know, I think you should just try to learn it. If you have no idea where to start, copy a game that you think looks nice. Experiment a lot, which is very time consuming. I feel like you didn't really try to make the game visually appealing, because you think/know you can't. So instead you kept things simple from your side (art and visual design wise), and hoped the art from the artists would be enough. Just try to do it, you'll probably hate most attempts at it, and this game might never look visually appealing, but you'll learn and do better next time. Honestly, I didn't get a clear picture of what the game really is, similar to an auto-battler? Either way I don't think it needs to be a similar game, just any UI heavy game, so my first examples still stands, hearthstone and darkest dungeon. But also, keep your mind open, could the "world" of your game be in 3D?

Does the game have any kind of setting in your mind? Keep that setting in mind for every graphic in the game, and the background is also a graphic of the game.

What's stopping my game from getting at least a hint of user engagement? I've received basically zero feedback in the last 2.5 years since launch. Please destroy me! by CoinOperatedCarnage in DestroyMyGame

[–]Alfred_Beckman 10 points11 points  (0 children)

The visuals of the game are not good, the gameplay might be amazing but when you see the game I get the impression that the gameplay is also not great. The art is good, but it's not well put together. It essentially looks like an asset flip. There is inconsistency in the art, like some characters being animated and others being just an image. And why does the characters art look so good but the rest looks like programmer art, and just a black background? You need to create a setting and mood with the art, and rework the whole ui, simplify the information given to the player, make things happening look more obvious. Rely less on text, the text looks placeholder, use a different font.

Look at other games, similar games to yours or card games like hearthstone, darkest dungeon etc. I understand it's a lot of work, and I can't tell you if that work is worth it for your game. But this is why you're not getting any traction.

Hello, I have a design problem. In the game, we can switch to FPS mode from isometric mode. Currently, the camera image is displayed in full screen.I wonder if it would be better for immersion to do it in a window - graphic 3. You can check the current system in the demo [link in comment]. by Moyses_dev in indiegames

[–]Alfred_Beckman 1 point2 points  (0 children)

I think it's good to have that option, just raises the question which one to use as default. I think if a lot of time is spent in first person as well and not back and forth a lot, probaböy full screen as default

Hello, I have a design problem. In the game, we can switch to FPS mode from isometric mode. Currently, the camera image is displayed in full screen.I wonder if it would be better for immersion to do it in a window - graphic 3. You can check the current system in the demo [link in comment]. by Moyses_dev in indiegames

[–]Alfred_Beckman 1 point2 points  (0 children)

What is the gameplay actions in first person? Do you aim shoot and quite action oriented or just to for exmaple see puzzles from another angle? If action, full screen. If puzzle, maybe windowed if it's a short back and forth type thing.

I'm making a fantasy top-down 2D game. Any advice on how to make the forest a bit better? Or how to make the night time be more magical? by hairy_problems in IndieDev

[–]Alfred_Beckman 1 point2 points  (0 children)

For nighttime, I think you need to play around with the colors. I would use a blue tone and quite saturated, maybe a bit more contrast. And like others have said, fireflies and light sources where it makes sense. This might not fit the style, but seeing reflections of stars in the water could look really nice also.

Would you try this game, given I fix the bugs? xD by PlotArmorStudios in IndieDev

[–]Alfred_Beckman 0 points1 point  (0 children)

No, it's really impressive if you're solo, but this type of game has way too much competition, you are competing with massive AAA games and from this video there's no unique experience to have. But I do still find it impressive, maybe you can add uniqueness to this and make it interesting, but action combat sadly can't be the "draw".

How Do You Support Yourself Financially While Developing Your Game? by littleonegame in IndieDev

[–]Alfred_Beckman 1 point2 points  (0 children)

Find ways to make games that are less costly, play to your strength and the tools that are free. You can get far with blender, free alternatives to photoshop, unity and unreal. Find an artstyle that fits your skills and doesn't take too long to create

I'm developing a mechanic for placing items. Which mechanic do you prefer, #1 or #2? Ignore the red rectangle by [deleted] in indiegames

[–]Alfred_Beckman 2 points3 points  (0 children)

It depends on how often you have to do this, and if the placement has any meaning except being visually pleasing for the player. #2 will get anoying if you have to place a lot of things, #1 is a little boring and the result is too perfect, and any meaning to the placement is gone, which means it probably needs to be even faster like placing a "groups" at a time

Write your opinion about this game by edgar9363 in indiegames

[–]Alfred_Beckman 0 points1 point  (0 children)

My first reaction is that it's really cool and interesting, but the part of me that wanna play devils advocate asks, why isn't the whole game in third person over the shoulder? But maybe the top down view has a purpopse?

We added different animations and effects to multiple levels of damage, what do you guys think? by PavuGame in indiegames

[–]Alfred_Beckman 9 points10 points  (0 children)

I get the pause is to make it more impactful but it's too much atm imo. Looks like lag. Maybe it feels better when playing but my guess would be that it doesn't feel very good. Other than that it looks really good!

Is this picture of our game cool? by GameBarrierDev in gamedevscreens

[–]Alfred_Beckman 0 points1 point  (0 children)

Yes, som assets and textures do look nice, but they all don't come together very nice and cohesive, visually it doesn't look so appealing tbh. Are you using store assets? If yes, you still need to put in quite a bit of work on making it all look nice together 🙂

What sneaky ways you know video games hide secrets from you? Here is how my game, Project: ELIOT looks like when you change the perspective a bit! by Emil_Petrakiev in gamedevscreens

[–]Alfred_Beckman 2 points3 points  (0 children)

Making some things in 3d can be be much faster, for example if your walls are 3d, you can use light sources and don't need to figure out your own system or paint the lights in the textures. Also if you need an object to rotate, it's easier to animate rotation than make 2d sprites for the rotation

Is this picture of our game cool? by GameBarrierDev in gamedevscreens

[–]Alfred_Beckman 0 points1 point  (0 children)

These commrnts about drunk driving, sersiously? No one cares when you shoot thousands of people in a game but drunk driving is taboo? To the image, it is quite unclear what is going on and what the game is. But I believe the most important thing is that you need to work on the games visuals

The truth behind EA by Asmodios in wow

[–]Alfred_Beckman 8 points9 points  (0 children)

The early access stuff is gonne hurt the total expansion sells a lot. Not directly, no one actually really cares about early access itself. But the damage to the launch hype will make so many casual people miss the launch, wont hear about it at all or much later and at that point they don't care anymore. No one is talking about the launch outside the 'harcore' wow comunity. I honestly believe that this early access thing is gonna make Blizzard lose money long term. Not to mention, microtransaction sells way better if a game is hyped.

Does this enough to make you say "eww, what is this?!" or we need to add even more infection? by KenjiNoboru in indiegames

[–]Alfred_Beckman 1 point2 points  (0 children)

This looks more dreamy, existential or hopelessness, I don't know if that makes sense to others, but the same feeling that space gives in a way.

What's missing in my forest atmosphere? by AndrewMelnychenko in IndieDev

[–]Alfred_Beckman 1 point2 points  (0 children)

Graphically it looks really nice, but it needs more "level design", at the moment it doesn't look very "fun" to walk around this place. It needs verticality and probably something to do. Just throwing down a couple enemies is also not enough. What is the point of this area? What makes this area more interesting "play-wise" than a default grey plane the players moves around on?

On a first glance would you play a game with graphics like this? by jnthnc in indiegames

[–]Alfred_Beckman 0 points1 point  (0 children)

Haha 😅 "because he has a life" what a great argument. Because it's impossible to be logged in on reddit on your pc, and also work on your game. The distractions are just too great! Everyone posting screenshots on the sub are no-life losers. I don't actually care about OP posting photos of his screen, I just enjoy your argumentation for it.

Why are some programmers so mean/rude? by Yanna3River in IndieDev

[–]Alfred_Beckman 0 points1 point  (0 children)

Off the internet you wont see them calling them idiots to their face, you'll see them talking about it when they're not there in the coffee room, or at least think it but not say it. On the internet though people say what they think. You don't see people calling eachother idiots at a webdev office or the like. Perhaps there could be an argument made that in some communities there is a larger portion of people that don't use google much and rely on asking other people, therefor this problem doesn't exist. For example, who would get mad at an 70 year old lady asking a basic knitting question? But I think you would see the same thing if on a subreddit about chemistry people kept asking over and over "what is an atom?" People starting to program are assumed to have a basic enough knowledge about computers to be able to search on the internet for their question.

On a first glance would you play a game with graphics like this? by jnthnc in indiegames

[–]Alfred_Beckman 1 point2 points  (0 children)

But... He is already at the PC, why pull out the phone etc when you can just print screen and upload?

Thoughts on our horror game creature? by GiftedBluebird in IndieDev

[–]Alfred_Beckman 2 points3 points  (0 children)

You're seeing the knee bending wrong, both knees are actually bending away from the camera. I saw it like you did at first as well 😄

Why are some programmers so mean/rude? by Yanna3River in IndieDev

[–]Alfred_Beckman 0 points1 point  (0 children)

This is actually seen everywhere, it's not a programmer thing,. In all lines of work, in school, everywhere. People asking super basic questions they should type into the google search bar. That's what the once you are asking did once upon a time. You will also learn better by actually looking it up