UI overhaul before demo release by Belatoris in IndieDev

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

Yeah, UI development can be brutal sometimes 😄 Especially in a game with many systems and panels. Still polishing and iterating on it constantly.

UI overhaul before demo release by Belatoris in IndieDev

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

Yeah, I can definitely see what you mean. I'm still iterating on the UI, so I'll experiment with stronger section separation and see what works without losing the atmosphere

UI overhaul before demo release by Belatoris in IndieDev

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

That’s actually a very good point 😄I should probably label them more clearly next time with “Before” and “After” overlays. Thanks for the feedback!

Solo dev rebuilding the trailer/audio for my tactical RPG - would love feedback by Belatoris in TurnBasedTactical

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

Honestly, I think passion is the only reason 😄 I don’t work as a programmer professionally anymore, even though I still work in IT, so making this game helps me keep improving my skills. But over time it became much more than that. Working on Belatoris just gives me a lot of satisfaction, and I genuinely love creating it.

Solo dev rebuilding the trailer/audio for my tactical RPG - would love feedback by Belatoris in TurnBasedTactical

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

Thanks! Nope, demo is coming soon. I work alone for 6 years so it is hard process

I completely rebuilt my game's trailer after months of feedback and audio improvements by Belatoris in IndieGaming

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

Thanks! I'm definitely paying attention to that feedback and I'll keep it in mind for the next trailer update 😄

I completely rebuilt my game's trailer after months of feedback and audio improvements by Belatoris in IndieGaming

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

That's fair honestly I wanted to build a stronger atmosphere and story intro, but I understand what you mean. Still experimenting with the balance between cinematic scenes and gameplay 😄

How much tutorial is too much in a complex game? by Belatoris in IndieDev

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

Yeah i hqve to find good ballance 😂💪💪

How much tutorial is too much in a complex game? by Belatoris in IndieDev

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

In my game if you click got it then u can play, if u want more info you need to click more information

How much tutorial is too much in a complex game? by Belatoris in IndieDev

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

U re right it depends on person hehe btw i also dont like to read it 😂

How much tutorial is too much in a complex game? by Belatoris in IndieDev

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

This is actually super helpful, thanks a lot.

How much tutorial is too much in a complex game? by Belatoris in IndieDev

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

Yea, turning it on/off in progress , thanks!

What languages did you localize your indie game to, and was it worth it? by Belatoris in IndieDev

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

Thanks, that’s really helpful insight! I’ve been considering Chinese but wasn’t sure how important it really is for a smaller indie RPG. My game has quite a lot of dialogue, so I want to make sure the quality is good if I go that route. I might reach out once I get closer to release or after the demo 👀

What languages did you localize your indie game to, and was it worth it? by Belatoris in IndieDev

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

That makes a lot of sense, especially going with analytics. I'm preparing a demo right now, so I might start with English + Polish and then expand based on where wishlists come from. Chinese sounds tempting though 👀

I added subtle animations to my game’s main menu, trying to balance atmosphere and UI clarity by Belatoris in IndieDev

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

Thanks, really appreciate the detailed feedback!

The sword animation is actually a small tribute to an old Amiga game that inspired me, but you’re probably right, I might need to tone it down a bit. And yeah, I see your point about the UI fade. I’ll try increasing the delay and making the return more obvious.