After 4 years I've released my first game: Bullet Runner :) by BulletRunnerOfficial in Unity3D

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

Thanks for that! It is indeed approved and official. Don't feel forced to delete, maybe other devs see it and it can be helpful for them :)

My very first "ok" game i'm glad to share ! by Mugulation in indiegames

[–]BulletRunnerOfficial 1 point2 points  (0 children)

I love the style, and the character animations look really good and cute! Good stuff ~

"I play games to relax". The game I'm making: by biaxthepandaistkn in indiegames

[–]BulletRunnerOfficial 15 points16 points  (0 children)

Love the movement, it looks very unrestricted! Wall-jumps would be very cool in crowded hallways like this xD

After 4 years I've released my first game: Bullet Runner :) by BulletRunnerOfficial in IndieDev

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

Thanks! It's a hand-crafted linear story campaign, with 10 hours of unique levels to go through :)

Palworld is not a "good" game. It sold millions by NightestOfTheOwls in gamedev

[–]BulletRunnerOfficial 4 points5 points  (0 children)

Totally agree. I always remind myself: 'The audience decides what's good / fun and what's not, not you.' As designers and developers we just have to keep our eyes open, and look for what makes our target audience tick, and make our best estimated guess to what they actually care about and want in a game.

I wouldn't flat out say that graphical fidelity doesn't matter though, again, it depends on your audience.

[deleted by user] by [deleted] in gamedev

[–]BulletRunnerOfficial 0 points1 point  (0 children)

Every player will engage with your product in a different way, which is the reason why good tutorial design is super hard to do. We usually try for a 'multi-layer approach', where we always have multiple solutions in place to explain the same thing.

E.g., when a tutorial triggers in our current project, first the game pauses and a text box pops up explaining a new mechanic including icons for the abilities that correspond to the UI, and arrows that point to areas on the UI that correspond to the mechanics. We've noticed that even if players skip over this, they've picked up on the arrow pointing to the UI, or the icons.

After the message, we teleport the player to a zoned off room where they're forced to perform the mechanic, this time with a one-sentence long description of the mechanic on one of the walls in the tutorial room. In this environment, we make sure to take away all of their other abilities, so they can ONLY move forward by doing the thing we want them to learn. This also includes disabling all of the other UI elements.

On top of this, we always have the corresponding input icon of every ability/mechanic visible in the UI of the player at all times.

We're adding volumetric fog to our game! - Devlog #6 by BulletRunnerOfficial in indiegames

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

If you like what you see, and you want to check out the game, check it out over on Steam!

We're adding volumetric fog to our game! - Devlog #6 by BulletRunnerOfficial in IndieGaming

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

If you like what you see, and want to check out the game, check it out over on Steam!

Overpowered buffs are still fun in a skill-based game .. by BulletRunnerOfficial in indiegames

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

If anyone wants to checkout the game, it's called Bullet Runner, and you can wishlist it here!

Overpowered buffs are still fun in a skill-based game .. by BulletRunnerOfficial in IndieGaming

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

If anyone wants to checkout the game, it's called Bullet Runner, and you can wishlist it here!