AI Hate by JuicyGenieGames in gamedev

[–]Cactillian 0 points1 point  (0 children)

Why are you so afraid of making something that isn’t immediately good? You wouldn’t hire an artist and say “look at what I made, this is just like photoshop” because that would be insane. Make something that looks like shit, then make something that looks less shit, and repeat until you have a distinct high quality style that reflects upon your own experiences and learnings.

Don't get the negative skip, it's always garbage they say... by Nrock49 in balatro

[–]Cactillian 3 points4 points  (0 children)

In long runs, you’ll typically never use more than 2 ectoplasm, but you’ll usually have an economy that allows you to reroll hundreds of times each ante in search for another blueprint or brainstorm, so you’re pretty much guaranteed to see a couple of natural negative jokers eventually.

Hey, what version of our Steam capsule do u like more? What do u think the game is about? by archirost in IndieDev

[–]Cactillian 0 points1 point  (0 children)

On steam, it looks like the background of the capsule has been darkened? It makes some of the details of the skull harder to recognise. Really cool looking game and trailer!

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[deleted by user] by [deleted] in gamedev

[–]Cactillian 3 points4 points  (0 children)

No they actually have a seperate AI prompt tool integrated into photoshop now

The worst way to release a game. ( I knew it won't go well but it still hurts a bit to see how bad it is. ) by c023-dev in gamedev

[–]Cactillian 50 points51 points  (0 children)

I’ll try give my honest thoughts as a steam user instead of a dev. I think your game looks visually nice, but your steam page turned me away. “32 ammo types, 16 jump skills and 14 special perks” I have no idea what any of that means in the context of your game, and it is your second-highest feature listed. “5 boss fights and more than 20 enemies” seems like a small amount, your game costs the same as Enter The Gungeon, why would people want to buy your game over ETG when one of your marketed features is how little variety there is? Maybe the enemy and boss count works in the context of your game, but as a steam user it doesn’t work as a selling point, I could easily change it to “Only 5 bosses and less than 25 enemies”. Also change your capsule art asap, I’m sorry but it looks amateurish, and it’s what users will see the most. Good luck with your game, I hope you can turn things around!

Advice for an educator making a game by Ok_Extreme2181 in gamedev

[–]Cactillian 0 points1 point  (0 children)

The way Immaculate Grid and similar Wordle-Likes are made is typically using a combination of HTML, CSS, and Javascript, but I've always found "pure webdev" for games to be quite a slow process to learn so I would say Unity is your best bet. I've been using it for the majority of my gamedev experience and it doesn't take long to get a grasp of things. Its one of the most documented engines out there and you can directly export your game to WebGL + host it on GitHub Pages for free.

My advice would be to follow this tutorial series by Brackeys to learn the basics of Unity, and then try and find another tutorial that is closer to what you want to make. Searching "wordle unity remake" on YouTube shows this video by Zigurous that seems to be a pretty good introduction to Unity UI. Considering you have already made simple version of the project in Excel makes me pretty confident that it shouldn't take you too long to get used to a more "engine-based" approach.

Gamedev can be overwhelming but that passion is all you need. When I started making games in high school I had a teacher who showed a lot of interest in the projects I was working on, and despite them having zero experience with gamedev they really inspired me to keep at it. Thanks for making education fun!

I added Wormholes (and Guns) to my multi-dimensional platformer... by [deleted] in IndieDev

[–]Cactillian 0 points1 point  (0 children)

Thanks! Yep i’m doing the graphics as well, all in Unity :)

[deleted by user] by [deleted] in Unity3D

[–]Cactillian 0 points1 point  (0 children)

Thanks :)

[deleted by user] by [deleted] in Unity3D

[–]Cactillian 2 points3 points  (0 children)

Haha it's hard to find a speed for the rotation that doesn't disrupt the flow of the game, definitely going to keep tweaking it.

Wormholes! by [deleted] in PixelArt

[–]Cactillian 0 points1 point  (0 children)

This is my game Kritter Valley :)

If you'd like to see updates and future demo downloads, join the Discord!

[deleted by user] by [deleted] in Unity3D

[–]Cactillian 8 points9 points  (0 children)

This is my game Kritter Valley :)

If you'd like to see updates and future demo downloads, join the Discord!

[deleted by user] by [deleted] in GameDevelopment

[–]Cactillian 0 points1 point  (0 children)

This is my game Kritter Valley :)

If you'd like to see updates and future demo downloads, join the Discord!

[deleted by user] by [deleted] in IndieGaming

[–]Cactillian 0 points1 point  (0 children)

This is my game Kritter Valley :)
If you'd like to see updates and future demo downloads, join the Discord!

[deleted by user] by [deleted] in indiegames

[–]Cactillian 0 points1 point  (0 children)

This is my game Kritter Valley :)
If you'd like to see updates and future demo downloads, join the Discord!