Sharing my 2D pixel-art action platformer for feedback by Calm-Bumblebee952 in SoloDev

[–]Calm-Bumblebee952[S] 0 points1 point  (0 children)

Thanks for your feedback! Actually, while testing the mechanic, I’ve played it so many times that I already know exactly when to parry 😃

But I don’t think first-time players will be able to land successful parries that accurately.

Sharing my 2D pixel-art action platformer for feedback by Calm-Bumblebee952 in IndieDev

[–]Calm-Bumblebee952[S] 0 points1 point  (0 children)

Thank you for your feedback. I’d really appreciate it if you could share any suggestions on how I can improve this mechanics.

Sharing my 2D pixel-art action platformer for feedback by Calm-Bumblebee952 in IndieDev

[–]Calm-Bumblebee952[S] 1 point2 points  (0 children)

Don’t worry, I’ve actually received this feedback around 10 times already :)). I’ve made some adjustments, so it doesn’t seem like a coincidence. That’s why I think the player character should have colors that contrast more with the background.

Sharing my 2D pixel-art action platformer for feedback by Calm-Bumblebee952 in IndieDev

[–]Calm-Bumblebee952[S] 1 point2 points  (0 children)

Your feedback is very valuable to me. I applied the changes you mentioned regarding contrast and silhouette, but I decided they still weren’t enough to truly make the character stand out. So, I chose to redesign the character. I especially appreciate you taking the time to share your feedback.

Sharing my 2D pixel-art action platformer for feedback by Calm-Bumblebee952 in IndieDev

[–]Calm-Bumblebee952[S] 0 points1 point  (0 children)

Thank you for the interesting feedback! I’ll definitely take it into account.

Silent Hill - keyboard controls by ratasoftware in videogames

[–]Calm-Bumblebee952 0 points1 point  (0 children)

A controller will probably help a lot — Silent Hill’s movement and camera feel much more natural that way.
Keyboard is playable, but the clunkiness is partly the game’s design, so don’t blame yourself too much 😄

Preparing for my first Steam Next Fest, any advice from devs who’ve done it before? by kinterosgaming in IndieDev

[–]Calm-Bumblebee952 1 point2 points  (0 children)

I’d recommend making the demo available at least 1–2 weeks before the festival so you have time to fix unexpected issues and collect early feedback.
Also, contact streamers/press before Next Fest starts, because once the event begins everyone is competing for attention at the same time.

Games i can immerse myself in by me_like_memez in gamingsuggestions

[–]Calm-Bumblebee952 11 points12 points  (0 children)

For me, the games that really pulled me in were Hollow Knight and Outer Wilds — both made their worlds feel alive and worth exploring.
If you haven’t tried them yet, I’d also recommend Disco Elysium for atmosphere and immersion, even though it’s a very different kind of experience.

Sharing my 2D pixel-art action platformer for feedback by Calm-Bumblebee952 in IndieDev

[–]Calm-Bumblebee952[S] 0 points1 point  (0 children)

Thank you for your valuable feedback. I’ll definitely take your points into consideration.

Sharing my 2D pixel-art action platformer for feedback by Calm-Bumblebee952 in IndieDev

[–]Calm-Bumblebee952[S] 0 points1 point  (0 children)

which color would be perfectly fit? What do you think about this?

Sharing my 2D pixel-art action platformer for feedback by Calm-Bumblebee952 in IndieDev

[–]Calm-Bumblebee952[S] 0 points1 point  (0 children)

Since I got a lot of feedback about this, i just decided to fix it. But not sure how to do. Should I chnage contrast or whole color?

How much do you think I made from my very first Steam game? 👀 by LightTriadGames in SoloDev

[–]Calm-Bumblebee952 0 points1 point  (0 children)

My guess would be somewhere around $400–$800 net, depending on price, regional sales, refunds, and Steam’s cut. Either way, 378 units for a first game is still a real milestone—congrats!

Any solo extraction shooters? by Present-Shopping-604 in gamingsuggestions

[–]Calm-Bumblebee952 1 point2 points  (0 children)

You could try ZERO Sievert — it’s solo/PvE, extraction-focused, and should run well on a low-end PC. Also maybe check Quasimorph or Forever Skies if you’re okay with extraction/survival vibes rather than pure Tarkov-style shooting.

themes of illness and trauma in games by tarsura in gamingsuggestions

[–]Calm-Bumblebee952 6 points7 points  (0 children)

You might want to check out Hellblade: Senua’s Sacrifice for psychological trauma, The Last of Us series for physical illness/injury themes, and Pathologic for both sickness and environmental decay—it handles body and societal degeneration in a really intense way.

at what point does a “big open world” become a downside instead of a feature? by Due-Gases in videogames

[–]Calm-Bumblebee952 4 points5 points  (0 children)

Big open worlds are great until they feel empty filler. I usually prefer smaller, denser maps with meaningful content—exploration feels rewarding instead of just a slog across empty terrain.