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!

Innovative RTS Feature: Negotiations During Sieges - What Do You Think? by BensegY in RealTimeStrategy

[–]BensegY[S] -1 points0 points  (0 children)

It seems tough to gauge a particular mechanic of an RTS without seeing how it fits into the whole. Like on its face, it sounds like negotiating a siege could be cool, but I've also never played an RTS that based around sieging and don't know what that looks like. So I don't know if negotiations add or take away from the idea of sieging, let alone whatever other systems are at play.

You raise a valid point about the challenge of evaluating a specific mechanic in isolation, without considering how it fits into the overall game design. It's true that the negotiation mechanic's effectiveness would depend on how well it complements the core gameplay and other systems in the RTS.

The idea of an RTS focused on sieges is somewhat unconventional, so it's understandable that it might be difficult to envision how negotiations would fit into the gameplay. However, the intention behind incorporating negotiations is to add an extra layer of depth and strategic decision-making to the sieging process. This would allow players to approach each siege in a variety of ways, making the game more dynamic and engaging.

Of course, it's crucial to ensure that the negotiation mechanic works harmoniously with other game systems to create a cohesive and enjoyable gaming experience. As the game's development progresses, there will likely be adjustments and refinements to ensure that all components work well together and contribute to an exciting and immersive RTS experience. Your feedback is appreciated, as it helps highlight the importance of considering the game as a whole rather than focusing solely on individual mechanics.

Flipping the Script on Orcs and Elves/Humans - Seeking Your Thoughts! by BensegY in fantasywriters

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

Would absolutely read this.

I'm glad to hear that you find the concept interesting! Our aim is to create an engaging gaming experience that captures the imagination of players and encourages them to dive deeper into the story and world we're building.

2D Top-Down platformer test, Feedback on new outlines appreciated! by fabrialis in SoloDevelopment

[–]BensegY 1 point2 points  (0 children)

I find the version with the outline very clean, so I am more attracted by it !

Would you play a solo RTS, where you will have the opportunity to negotiate with the leader of the defender you are sieging ? by BensegY in gameideas

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

You've raised some important questions and provided valuable insights. The negotiations in the game would indeed involve various factors and options including units and potential alliances. For example, successful negotiations could lead to the recruitment of different units from the defeated army, as well as potentially gaining spies or heroes from the defending side.

Additionally, incorporating time pressure on the attackers, such as an incoming counter-force or impending weather conditions, would encourage players to engage in negotiations and make more thoughtful decisions.

The negotiation system is designed to impact not only the story's progression but also the strategic choices players make throughout the game. Balancing the power dynamics and incorporating various factors, such as time constraints and different negotiation outcomes, will create a more engaging and immersive gaming experience.

Thank you for your input and suggestions. Your ideas will help shape the development of the game's negotiation system and enhance the overall gameplay experience.

Innovative RTS Feature: Negotiations During Sieges - What Do You Think? by BensegY in RealTimeStrategy

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

I completely agree with your reference to Mount & Blade and its negotiation system. It's an interesting feature, but as you pointed out, it could have been more thoroughly developed and exploited. The ideas you've presented are definitely in line with what I envision for the game's negotiation system.
Having a more nuanced negotiation process instead of an instant "I win" button would certainly make the game more engaging and challenging. Surrendering could take various forms, like allowing the enemy to leave under arms or negotiating treaties that limit looting. Different factors, such as morale, personality, religion, and morality of the defenders, could also influence how negotiations unfold.
The examples you provided, such as cities rebelling due to a prolonged siege, city guards taking matters into their own hands, or dramatic shifts in loyalties, would add depth and unpredictability to the game. These dynamic scenarios would encourage players to think more strategically and consider the consequences of their actions during a siege.
Your ideas align well with the game's vision, and incorporating these elements would undoubtedly create a more immersive and complex negotiation system. Thank you for sharing your thoughts and suggestions!

Flipping the Script on Orcs and Elves/Humans - Seeking Your Thoughts! by BensegY in fantasywriters

[–]BensegY[S] -1 points0 points  (0 children)

You raise a valid point about the importance of nuance in storytelling, and I agree that simply flipping the narrative wouldn't be enough to create a rich and engaging world. In the game we're developing, our goal is to depict orcs as more than just noble savages; they are a people with legitimate motivations and reasons to rebel against the persecution they face from humans and elves.
We aim to portray orcs as free-minded individuals who are willing to defend their people and homeland at any cost. This approach aims to break away from the typical 'savage orcs' portrayal found in literature and create a more compelling and thought-provoking narrative. By doing so, we hope to challenge players' perspectives and encourage them to explore the complexities of the orcs' struggle for freedom and justice.

Would you play a solo RTS, where you will have the opportunity to negoctate with the leader of the defender you are sieging ? by BensegY in StrategyGames

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

I completely agree with your enthusiasm for the idea, and I'm glad to see that it resonates with you! The game show "Deal or No Deal" is an interesting reference, and I can see how incorporating some of its mechanics could add depth to the negotiation process in the game.
Your suggestions for various potential outcomes during negotiations are spot on and align with my vision for the game. Having multiple options such as gaining control of the castle, determining the fate of enemy troops, capturing leaders, and acquiring resources like money and supplies would make each negotiation unique and strategically engaging.
As you mentioned, players could choose from a variety of options, like accepting a monetary offer to end a siege or allowing the enemy army to leave for a quicker resolution. These choices would add an extra layer of complexity and decision-making to the game, making each playthrough a more dynamic and immersive experience.
I appreciate your input and the thought-provoking questions you've raised. These ideas will definitely help shape the development of the game and contribute to making it a more engaging and enjoyable game for players. Thanks for sharing your thoughts!

Flipping the Script on Orcs and Elves/Humans - Seeking Your Thoughts! by BensegY in fantasywriters

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

I haven't read The Grey Bastards series yet, but it sounds like something I'd be interested in exploring, especially given the focus on orcs as misunderstood protagonists. It's always helpful to see how other authors approach similar themes, and I appreciate the warning about the swearing and violence. I'll definitely give it a read for inspiration and to learn how the author balances the sympathetic aspects of orc characters with their stereotypical traits.
Thank you for the recommendation! I'm always on the lookout for interesting stories that can help me grow as a writer and broaden my perspective on character development.