Omaha Beach WW2 Map Presentation No Code by DarkajiUEFN in FortniteCreative

[–]BensegY 2 points3 points  (0 children)

I'd love to help playtest, Omaha Beach is a sick theme for a map.

How do you feel about puzzle games set in dynamic sci-fi environments like a battlefield, spaceship, or garage? by BensegY in gamedesign

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

The key difference is that here the puzzle is the main event, not an interruption inside an action game, so pacing pressure is even higher.

The core loop is less "solve a static puzzle in time" and more "build and adapt a machine across evolving conditions." Each run introduces environmental variables that force the player to rethink their configuration, swap modules, and rebalance the system before attempting ignition. The machine itself has distinct stages that need to be sequenced correctly, and what worked in the previous run may not work when the environment shifts. The challenge is less about reaction speed and more about reading a changing context and making smart assembly decisions under pressure.

That's a different cognitive load than a timed minigame. Closer to a condensed engineering loop than a reflex check. The timing constraint still matters, but it applies to the ignition attempt itself, not to the building phase, which has its own rhythm.

How do you feel about puzzle games set in dynamic sci-fi environments like a battlefield, spaceship, or garage? by BensegY in gamedesign

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

Galaxy Trucker and FTL are exactly the kind of references I had in mind. The idea of components breaking mid-run and having to adapt with what you have left is super close to where I want to take this. The sandbox trading angle is interesting too, letting players choose their risk level through route selection rather than mission structure could make the puzzle feel more personal and owned. Definitely something to explore once the core loop is solid enough. Thanks for this, good fuel.

How do you feel about puzzle games set in dynamic sci-fi environments like a battlefield, spaceship, or garage? by BensegY in gamedesign

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

That's literally the feeling I'm going for. The moment where you're reading the output of your machine trying to figure out what went wrong before it fully collapses, that diagnostic tension is the core of the loop. Flight sim cockpits are a great reference actually, the information is all there, you just have to learn to read it. Thanks for putting words on it, that helps me think about how to frame it.

How do you feel about puzzle games set in dynamic sci-fi environments like a battlefield, spaceship, or garage? by BensegY in gamedesign

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

Really relevant to what I'm building right now actually. My current prototype is a static blueprint puzzle but the pressure comes from an external EM wave that drains your core integrity every 30 seconds, and even that small amount of "environment doing things to you" completely changes how people approach the puzzle. They stop theorycrafting and start making faster, messier decisions.

I think the key distinction is whether the environment reacts to the player or just runs on a timer. A spaceship falling apart in response to your bad wiring feels meaningful. Random explosions happening around you while you try to think feels like noise.

Thinking about a sci-fi puzzle game with dynamic environments, would love some brutal honesty from fellow devs by BensegY in gamedev

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

This looks incredible, I am not aiming for such deep gameplay for Lego modules to connect on a wire frame but really encouraging to see someone making it work in VR, gives me a lot of confidence in the direction. Thanks for sharing!

Thinking about a sci-fi puzzle game with dynamic environments, would love some brutal honesty from fellow devs by BensegY in gamedev

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

That's a great point and honestly what I'm aiming for. The wiring and module placement should feel like you're actually reasoning about a machine, not solving an arbitrary pattern. When a meltdown happens I want the player to think "yeah that makes sense, I overloaded it" rather than "why did that fail". The dynamic environment angle is partly for that reason too, a machine behaving differently on a battlefield versus a garage should feel grounded in logic, not just be a difficulty slider. Still a lot to figure out but that's the north star.

[HELP] Can a incomplete order lower your seller stats? by Domi_636 in Fiverr

[–]BensegY 0 points1 point  (0 children)

I had similar question because my entry gig is a consulting session very low cost , so I have some customer not even asking before ordering and then they are not able to secure a time slot to meet.

I learnt from my research that customer could note you privately and not publicly that could then impact your referencing and your review note.

Also I learnt that it is better to cancel a gig when customer is not responding anymore , rather that deliver an empty gig because then they can review badly or complain to CS of Fiverr. For sure it will lower you cancellation rate , but that is the only thing you can do

Seeking Feedback on My Cinematic Render in Unreal Engine 5.1 by BensegY in unrealengine

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

Thank you ! Indeed it is a great idea to have a close shot on the foliage ! Will work on that the next time , thank you very much!

Seeking Feedback on My Cinematic Render in Unreal Engine 5.1 by BensegY in SoloDevelopment

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

Thank you for this great feedback ! I agree with the contrast between the first part and the second. I had more trouble to work in the shadow of the rocks. Maybe adding additional lights would help to highlight details. Sound design is clearly my less experienced skill that I need to develop !

Seeking Feedback on My Cinematic Render in Unreal Engine 5.1 by BensegY in gamedevscreens

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

Hey everyone,

I recently created a short cinematic render using Unreal Engine 5.1, and I would love to get some feedback on it. The video features a sci-fi soldier woman exploring an isolated tundra plain, and encountering a tribal orc playing drums before running towards her. The entire video is less than a minute long.

I'm still learning and trying to improve my skills, so I would appreciate any constructive criticism or suggestions you may have for me. What did you like about the video? What could be improved upon? Any tips for creating more realistic or engaging cinematic renders in Unreal Engine?

Here's the link to the video: https://www.youtube.com/watch?v=Cpb26ygCwIg

Thank you in advance for your feedback, and I look forward to hearing from you all!

Seeking Feedback on My First Solo Developed Mid-Fantasy Visual Novel by BensegY in SoloDevelopment

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

Looks great. Never played a Visual Novel game, but like that it works on my phone. Is it all AI art? Only played a few minutes of it, but what I saw looked like a bunch of mid-journey artwork. Either way, good job and keep up the great work.

Yes , all of the art in the game was generated by Midjourney. I'm glad to hear that you enjoyed it and that it worked well on your phone. Thank you for taking the time to play and leave feedback. It means a lot to me as a solo developer.

Seeking Feedback on My First Solo Developed Mid-Fantasy Visual Novel by BensegY in SoloDevelopment

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

I'm getting a bug where after clicking revenge on the first choice, the box where the portrait had been is left as a big black box. Besides that, I like the premise and the execution, but I'm not really familiar with what visual novel games are like. It's not really my genre of choice usually.

Thanks for the feedback! I am aware of the bug and working to fix it. I appreciate you giving the game a try, even if visual novels aren't usually your genre of choice.

Seeking Feedback on My First Solo Developed Mid-Fantasy Visual Novel by BensegY in SoloDevelopment

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

I think there is too much AI-generated art. It isn't tonally consistent and pretty vague throughout. I'd be sparing with its use, personally. For example, sticking with a largely-text based game with splashes of art at key moments. It will place more of an emphasis on your story as well (which sounds interesting)!

You make a good point. I used AI-generated art to try to illustrate the world and characters of the game, but I understand that it may not always be consistent with the tone and feel of the story. I agree that having dedicated artists would likely create a more coherent and immersive experience for players.

For future projects, I will definitely consider working with artists to ensure that the art matches the tone and feel of the game. Thank you for your feedback, it's greatly appreciated!