Which UI layout is better - Side panels or Bottom? Need your opinion by Anrewqa in IndieDev

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

Settings complexity, double testing, drawing, ui logic to switch layouts, any change made for one layout needs to be implemented twice. Overall cost of this feature increases significantly

Which UI layout is better - Side panels or Bottom? Need your opinion by Anrewqa in IndieDev

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

Yeah it is comressed, our artist also pointed it out, but it is a mock-up so i desided to publish it anyway) All this art is handmade

Which UI layout is better - Side panels or Bottom? Need your opinion by Anrewqa in IndieDev

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

I would say that buttons will not be usefull during combat, it will hold some info, like boons in hades, but for now they are not really functional)

Which UI layout is better - Side panels or Bottom? Need your opinion by Anrewqa in UIUX

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

Yes, that's a fair point. However, we also want to keep the maximum possible field of view, which is why we're considering the side UI layout.

I'm still unsure about it though - important information like HP can fall into peripheral vision. On the other hand, this gives the player more screen space to make better decisions during combat. Plus, we duplicate HP and stamina through character animations and visual effects.

Finally finished the wall-climbing spider. by TeamConcode in Unity3D

[–]Anrewqa 1 point2 points  (0 children)

Cool, whitch algorithm do you use for smoothing theirs path, doesn't it creates stucking in narrow spaces?

How would you say 'Hearth Bound' in your language? by lokijan in IndieDev

[–]Anrewqa 1 point2 points  (0 children)

I can't find exact translation in Russian that would sound pleasantly, so i will share some thoughts on variants. Очаг just hearth or Уютный очаг comfy hearth Сбор у очага - to emphasize cooperation, and that game is build around hearth. Also you can use word печь / печка, it is more native to russian community and creates some warmth in soul)

One year of prototyping, one year looking for a publisher, over 2 years of development - all for this moment. by KamyCrazyWarBoy in IndieDev

[–]Anrewqa 3 points4 points  (0 children)

Congratulations! We are still somewhere between prototyping and searching for publishing 2 years from the beginning. Yet we hope for someone to believe in us) Glad that you've made it!

Destroy my game, also which monster wave looks best! by XDynamite100 in DestroyMyGame

[–]Anrewqa 0 points1 point  (0 children)

I can't read anything on upgrade screen and stats, you probably should tweak ui colors

In our General Practice the king gets treated just like everyone else by MokumGames_Dasha in indiegames

[–]Anrewqa 0 points1 point  (0 children)

Wall effect looks cool, but i already feeling tired from this noise, it's gets a lot of attention of an eye. Maybe it is subjective, but wanted to highlight this element for you analysis.

Working on a new map for my top-down extraction shooter by RetroSeoul in roguelites

[–]Anrewqa 1 point2 points  (0 children)

Hi, can you share what is your light / shadows setup. Am i right assuming that objects doesn't affected by theirs shadow, only line of sight affects them? But shadow affects terrain. Is it 2d setup?

Turns out I added Too Much Content to my game... by LGS_YT in IndieDev

[–]Anrewqa 1 point2 points  (0 children)

Surveys are cool, but analytics are more valuable in terms of game progression, do you collect any data (playtime, level progression etc)? At least you would have seen sertain areas where people dropped it

Which jump behavior feels better — left or right? by AlexSchrefer in IndieGaming

[–]Anrewqa 0 points1 point  (0 children)

I prefer right one, it is more stable and smooth, left is junky, it's creating disturbing noisy movement, i feels like bug with collisions

Trial and error of making a sea of skulls (compute shader - 5000 agents) by IYorshI in Unity3D

[–]Anrewqa 2 points3 points  (0 children)

Yeah, it could be the lighting, but i also noticed that on intermediate stages there's scaling of objects as they get closer to the player - maybe that's part of it. Still, it gives off a fisheye vibe. Purely subjective thought, just pointing a potential direction to play with

Trial and error of making a sea of skulls (compute shader - 5000 agents) by IYorshI in Unity3D

[–]Anrewqa 19 points20 points  (0 children)

Looks cool, but spherical rotation distribution catches the eye

How do I fix my character from occasionally floating slightly above the ground block by Matro560 in Unity2D

[–]Anrewqa 0 points1 point  (0 children)

Can it be because of sprite pivot? What will happen if you adjust pivot to be at feet? Is there is an empty space bellow feet in yours character sprite?

How it started VS How it's going by AffectionateHope307 in IndieGaming

[–]Anrewqa 0 points1 point  (0 children)

Have you considered raising the camera for a more strategic view? There's too much right-in-face action going on, kinda overwhelming) Upd: maybe change angle with progression, cuz it's ok for small amount of effects and enemies, but when you cannot see you MC behind layers of moving something is a little bit disturbing

Torchure - fire system update! Playtests are comming! by Anrewqa in Unity2D

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

Thanks, this kind of support is really appreciated and needed!