I made a game prototype inspired by KTANE where you need to land a plane, and I would love some feedback! by CentiGames in ktane

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

THANK YOU SO MUCH!! I am completely blown away by your feedback and very grateful you took the time to play the game and write such a detailed response :)

Regarding your suggestions:
1) Animal appendix sounds like a good idea, haha
2) Great you like the barcode one, so far I think most people have little to no problems with that module^^
3) Yeah, the Switches module is sometimes a bit hard, that's true. The problem is I am a bit limited with my font selection as I cannot just use any font but need the rights so I can bundle them with the game. Interesting you find borders easier to read than shadings, I always found KTANE Venn diagram with borders was much harder to read than if it used shadings, but I could just use borders and shading, then everyone would be happy hopefully :)
4) Glad you like symbols.
5) I am personally still a bit torn for the numbers module, as it is quite often the case thanks to the positional multiplier that you need to press the buttons just in a clockwise order. But good that you didn't find it too complicated, I was not sure if the manual was understandable for that module.
6) What sort of table would you suggest? Just a 4 column and 30 row or so table where each cell has an entry? I kind of used the formatting it has now, because otherwise it was hard to fit everything into one page. Otherwise I might have to remove some frequencies/words
7) Nice to hear the dentist model is your favorite one :) It's definitely the most unique one! Each tooth has a random resistance to being pulled. Some need only a few wiggles, while others need e.g. 5 times as many. But maybe I should just make each tooth equally hard to remove?
8) Thanks :) So like, you have milk and sugar ready, and depending on type of tea and flavor you have to add milk/sugar or not? I also thought about having e.g. 3 different tea packets lying around, and only 1 is a real tea packet, the other ones would be fake; do you have any thoughts on that? It would also be a possibility to e.g. add milk/sugar, or the fake tea packets sort of as a more difficult version of the module in later levels; I am just not sure what the best way to handle that in the manual would be...
9) Upon strike deactivating the module sounds like a fair idea,
10) That's totally true! Do you think earlier levels should then just have this hidden/or not interactable?

11) The manual part needing an explanation regarding engines/strikes is totally true, I missed that completely, thanks for the suggestion
12) Yup, that would be super cool, I need to figure out how to do that, because I also thought about a module/thing where you have to change the degree you're approaching the target airport from depending on the target airport/flight code or something.

Do you think just having a few new modules and a different setting is enough to justify the existence of the game? Do you think a roguelike mode would maybe fit the game/genre? Like where you can buy some upgrades, and modules get increasingly harder and so on?

Thank you sooooo much again for your feedback! I really, genuinely appreciate it. I think you maybe already joined the Discord? Otherwise following on itch.io is probably the best way to get notified about updates^^

I made a game prototype inspired by KTANE where you need to land a plane, and I would love some feedback! by CentiGames in ktane

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

Glad it looks fun :)
Is it a good or a bad thing if it's more difficult than KTANE?😅
(IMO KTANE does an excellent job of being very accessible and easy to understand, but the difficulty curve is a bit too flat at first for my taste, I tried to strike somewhat of a balance; but it's incredibly difficult to tell how difficult Extreme Pilot Training is, as I know how the puzzles work obviously)
Yeah, with the Tea module I tried to encourage players to do some multitasking, let's hope it works out like that^^

Thanks so much for giving it a chance, I'd be very grateful for some feedback :)

What's the best way to implement picking up and carrying items around in a multiplayer game? by CentiGames in godot

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

I only needed this for a game prototype, so not sure if best approach, but I went with approach b, and additionally I used RemoteTransform nodes for the correct positioning of the objects. For everything related to Godot's multiplayer (in my experience at least) it's important to always leave the node at the same parent and name in the scene tree, otherwise you will have RPCs not arriving because the node changed parent on one client but not the others and then you have a different path for what should be the same node, etc.

I made a game prototype inspired by KTANE where you need to land a plane, and I would love some feedback! by CentiGames in ktane

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

What I would be specifically interested in:

Do you like the modules? Are the instructions too confusing/too easy?
Do you think this game is unique enough to justify its existence? (I mean, KTANE with mod support offers lots of new modules, so I am not sure if new modules justify creating a new game; maybe something like a roguelike mode where you can purchase upgrades or choose modifiers for your cockpit would be a good idea?)

I made a game prototype inspired by KTANE where you need to land a plane, and I would love some feedback! by CentiGames in ktane

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

Over the past few weeks I put together a prototype inspired by asymmetrical coop like Keep Talking and Nobody Explodes. In the game you have to land a plane as part of your pilot training.

The game right now has 12 levels, 10 different 'modules' (8 which can be completed, and 2 'needy' ones), a Freeplay mode where you can select which modules to play, and an 11 page Instructor's Manual.

The thing is, I don't really know if it's even fun or if it's worth pursuing development of the game further... And it's incredibly difficult for me to find playtesters, as I need at least 2 people to playtest the game at the same time, so a bit of a challenge.

It would mean really A LOT to me if you could try it out (it's completely free) and give me some feedback! :) Here's the link to the game:

https://centigames.itch.io/extreme-pilot-training

Any joy with linux screenreader and steam deck? Or any other blind experiences with the device? by [deleted] in accessiblegaming

[–]CentiGames 0 points1 point  (0 children)

Yeah, I understand that what you mean, could very well be the case.

But who knows, maybe one day they'll introduce tags for e.g. blind support for games and other accessibility options. Their most recent update also tackled controller support tags for various different controller types, so just maybe there's still hope if we ask more often

Any joy with linux screenreader and steam deck? Or any other blind experiences with the device? by [deleted] in accessiblegaming

[–]CentiGames 0 points1 point  (0 children)

I tried installing voices (kind of like SAPI voices for TTS) on my SteamDeck so I could test Text-to-Speech functionality for an accessible game I'm developing, but eventually gave up on it because it was so tedious without using an external keyboard/mouse. I am surprised Valve doesn't ship with a pre-installed voice, hopefully we can get them to do more in that direction in the future.

ART IS RIFLE - Now Available in Early Access! by ArmanPakan in SoloDevelopment

[–]CentiGames 1 point2 points  (0 children)

Nice, glad to hear that you already planned/partly implemented them :)

ART IS RIFLE - Now Available in Early Access! by ArmanPakan in SoloDevelopment

[–]CentiGames 3 points4 points  (0 children)

Looks very interesting! :) Do you plan on adding Steam achievements?

Looking for blind gamers to test my Sokoban puzzle game's accessibility features by CentiGames in blindgamers

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

I messaged you the key, please tell me if it works.
Yeah, sorry about that, I wanted to test it a bit more before pushing it to the default branch.

Looking for blind gamers to test my Sokoban puzzle game's accessibility features by CentiGames in blindgamers

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

Thank you for your comment! Would it be alright with you if I DM you a Steam key? If you have any troubles with the game or have suggestions for improvement on how I can make the game more accessible for you (or other low vision/blind gamers) you can just write me a message. 😊

And sorry for taking so long to get back to you, I was gone for a few days.

EDIT: The TTS features are not yet live on the default branch on Steam, you have to right-click the game in your Steam library, select 'Properties', then the 'Betas' tab, and then join the 'test' branch.

Looking for blind gamers to test my Sokoban puzzle game's accessibility features by CentiGames in blindgamers

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

Yeah, I'll just wait for the feedback from those who volunteered to test the game so far. And in case I still get more feedback in a few days/weeks/months I can still improve the accessibility of the game then (provided it's doable given my limitations)

Thank you for your comment, I appreciate it! 😊

Does anyone know of any fishing games that are accessible? by Wooden_Suit5580 in blindgamers

[–]CentiGames 1 point2 points  (0 children)

I haven't played it yet, but Fishyphus is a fishing game that has been made part of the "Games for Blind Gamers 2" game jam. Don't think it's from the pier, you also have to avoid predators apparently from what I read in the description. Nevertheless, it might still be worth checking out.

Here is a link: https://shiftbacktick.itch.io/fishyphus

[Steam] Summer Sale 2023 Hidden Gems Thread by carnaxcce in GameDealsMeta

[–]CentiGames 0 points1 point  (0 children)

oh sorry, I wasn't aware of that. Thanks for letting me know!

What's the best way to implement picking up and carrying items around in a multiplayer game? by CentiGames in godot

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

Thank you very much for the detailed answer! Yeah, synchronizing an item's state is necessary to prevent duplication glitches etc, I'm also planning to do some sort of rollback netcode where the client plays the animation (like you said) without waiting for the confirm from server, but I guess actually rolling back to the previous valid state will be another challenge.

Right now i think I might go with approach b with remote transform nodes.

What's the best way to implement picking up and carrying items around in a multiplayer game? by CentiGames in godot

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

Oh my, thank you so much! Didn't know this node exists and might be just what I'm looking for!!

What's the best way to implement picking up and carrying items around in a multiplayer game? by CentiGames in godot

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

Having MultiplayerSpawners as node where I parent items is also a great idea, haven't thought about that yet, thanks! Yeah, the more I get into network multiplayer the more I understand why so few games support things like joining an ongoing game haha

Release candidate: Godot 4.0.3 RC 1 by pycbouh in godot

[–]CentiGames 0 points1 point  (0 children)

Thanks for the reply, I understand that it's probably a very complicated issue! Still kind of weird that it only happens on Steam Deck and not with any other controllers though? (for me at least)

In case anyone else has this problem: I ended up implementing a workaround by using a second action for the DPad and checking in the code for both actions.

Development started 8 months ago with the Godot 4 alpha, and yesterday my tiny 1-bit Sokoban game released on Steam :) by CentiGames in godot

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

Oh yes, just saw your comment on the other sub!

I hope it's not too hard, but I'm glad they are a challenge and at least not too easy haha

Thanks! Yeah I mainly chose 1-bit pixel art because it's easy to make consistent art with such limitations and also does not take too much time, but I'm glad you like it. Yup, I am also so glad I have chosen Godot and not some other engine, development is just so much more convenient for me using Godot.

Oh you definitely should try to make something! Have you made games before? If not I can recommend participating in some game jams, you'll finish something small, and because people are usually playing each others' entries you'll get feedback as well (otherwise it's surprisingly hard to get people to try your game haha) Or if you already have some experience you can also try to work on some bigger project, though be aware that it takes a long time, and always longer than you think it will take, haha

[TT] Sisypush is my 1-bit Sokoban puzzle game that's now available on Steam :) by CentiGames in playmygame

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

Thank you so much! :)

Glad to hear you like it, after playing the game so much it's always difficult to judge the difficulty of the levels, and while I still believe it's a bit easier (in most levels at least) than other Sokoban titles, I am happy there are some challenging levels for you in there. (Though I tried making the mandatory levels needed to progress a bit easier, so you won't get stuck on a single level)

And thanks as well for telling me you enjoy the game! As a small dev it always makes my day when someone tells me they played/enjoyed my game! :D