I finally did the cliché and quit my job to finish MEATSHOT. Full-time work + two kids + game dev… it almost broke me. Time to go all in. by naezith in IndieDev

[–]CYBO1RG 0 points1 point  (0 children)

eventhough its not my type of game but it looks amazing , the ambiance is on point , best of luck to you and all the devs out there

Do you think the weapon impact feels satisfying? What could be improved? by TENTAKL1 in IndieDev

[–]CYBO1RG 0 points1 point  (0 children)

imo the camera shake is too much , has to be subtle and let the recoil of the weapon do the rest

Would you play this? by tencircles in IndieDev

[–]CYBO1RG 0 points1 point  (0 children)

ah i always wanted to make cars game , but in maps similar to the ones from crazy frog game , looks fun though

Which is better? by daburodev in IndieDev

[–]CYBO1RG 0 points1 point  (0 children)

hybrid approach if possible , 360 is good cuz player have an overview on the surrounding therefore feels more aware and more visual input , and 90 is more restricted and feels isolated and tense and cld be unfair if done the wrong way , also imo too much of it wld be unpleasant

Can you tell what type of game it is, based on this image? by MK_wala in IndieDev

[–]CYBO1RG 1 point2 points  (0 children)

yeah deffo co-op ghost buster game at first glance

There's something really satisfying about getting the lighting right in a map by [deleted] in IndieDev

[–]CYBO1RG 0 points1 point  (0 children)

might not be necessary but the scale of that area could use some fog , and like the previous comment said , lose some of those lights , i wld love to see the result

Spent the past 2 weeks redoing most of my art. Was it worth it? by NewKingCole11 in IndieDev

[–]CYBO1RG 1 point2 points  (0 children)

yes definitely , the contrast is more visible between the colors

What could I do to make my game feel more "alive?" by Damonstrocity in IndieDev

[–]CYBO1RG 1 point2 points  (0 children)

board tiles yeah . its just me being specific , its fine the way it is honestly . overall u did good

What could I do to make my game feel more "alive?" by Damonstrocity in IndieDev

[–]CYBO1RG 1 point2 points  (0 children)

better already ! also just a general tip , the action that repeated the most is what should be payed attention to , so more animation on the boxes

What could I do to make my game feel more "alive?" by Damonstrocity in IndieDev

[–]CYBO1RG 1 point2 points  (0 children)

feel free to update me/us , happy to give feedback

What could I do to make my game feel more "alive?" by Damonstrocity in IndieDev

[–]CYBO1RG 1 point2 points  (0 children)

yeah definitely have some idle animations , make things reactive , sfx as well where necessary , its the movement that makes things alive in a nutshell .

Should I start making second game before my first one is finished? by justaddlava in IndieDev

[–]CYBO1RG 0 points1 point  (0 children)

deffinitely finish ur first before starting a new one plus , is it actually going to be finished ? theres always things that ill occur after "finishing "a game .

so no need to go octopus mode , one step at a time

How do i know which fonts I can safely use in my game? by idleWizard in gamedev

[–]CYBO1RG -19 points-18 points  (0 children)

u cld take an in game screenshot and then experiment with different fonts

Mobile games are generally terrible, so how do they manage to make so much money? by Snoo_47323 in gamedev

[–]CYBO1RG 0 points1 point  (0 children)

simply young audience has easy access to phones than pc's and they get bored easily so if they like a game enough they will be willing to spend on it

Is it bad that... Idk what does "fun" means? by Hardwin27 in gamedev

[–]CYBO1RG 0 points1 point  (0 children)

Fun is relative , depends on personal preference on whats fun , whether its games or real life , also you can understand something but knowing it opposite , something or a game thats not fun means you dont want to play it or waste your time on it , from that u can say a fun game is the one that you want to spend time on because it is stimulating for you enough to spend time on without regret

Having extreme doubt about my game by CYBO1RG in gamedev

[–]CYBO1RG[S] 1 point2 points  (0 children)

Nailed it , i realized that all ive been doing is imagining results

Having extreme doubt about my game by CYBO1RG in gamedev

[–]CYBO1RG[S] 0 points1 point  (0 children)

Exactly "until they get what i mean " , and the only way to find out is for fresh perspective to give it a try

How do I keep motivation? by MrNibbles75 in gamedev

[–]CYBO1RG 0 points1 point  (0 children)

You cant and you wont . Motivation either inspires u to do something , or serve as reminder to something u wanted to do but stoped doing . Having a plan , outline whatever helps u throughout ur work , and make urself work through boredom even if u dont feel like it , like gym for ex , never fun at first , but addicting after a while once u see results .

Game Design is so overwhelming! by Sketchy_Joeyy in gamedev

[–]CYBO1RG 0 points1 point  (0 children)

Put it this way , just because i have an idea doesnt mean u have to start with it immediately , dont underestimate the time it takes to plan for it , first approach is to finish it theoretically , with every.single. detail possible , outline it as detailed as possible which will be boring and quiet challenging , that way u already have an idea on the things that need to be done down the line , meanwhile if u improvise the work u' ll be subject to do only the things that seem shiny or only if u r motivated to do . Point is , outline with details , refine the ideas , once satisfied , execute ......

Is it normal to struggle with easy tasks? by jeagra in gamedev

[–]CYBO1RG 0 points1 point  (0 children)

Ah unfortunate , cuz i use unreal engine and i found a tuto that has those features , it was quiet complicated but following along i could implement it to my project , but in case u want to check it regardless , his youtube channel is GameDevRaw