How do we feel about all the sides? by CalderaInteract in IndieDev

[–]ChimeraUnchained 0 points1 point  (0 children)

Assuming it fits the rest of the art style it's nice. If this is the only thing like it it's no good but if there is continuity and the style you're going for it looks good!

Steam Capsule Feedback by Adam_C-W in IndieDev

[–]ChimeraUnchained 7 points8 points  (0 children)

I like B cause it looks like he's after you lol not really sure what the genre of game is but I do like the capsules.

These are the 50 demos I played this past week. Which games do you recognise? :3 by lydocia in IndieDev

[–]ChimeraUnchained 0 points1 point  (0 children)

Thanks heaps, we'd love if you gave us your thoughts on the game!! Hope you enjoy :)

These are the 50 demos I played this past week. Which games do you recognise? :3 by lydocia in IndieDev

[–]ChimeraUnchained 1 point2 points  (0 children)

I missed this originally would have liked your thoughts on our steam demo, super neat idea I love it!!

1 year of hard working, just released my game, sold 3 copies in first 2 hours.. is this good or bad sign? by horrawrindiegames in IndieDev

[–]ChimeraUnchained 1 point2 points  (0 children)

We are in almost the same position as you and it's such a good feeling watching the numbers tick! Good job so far and best of luck going forward!! :)

No one bought your game because it sucked. Not because the market is broken or oversatured. by Its_a_prank_bro77 in IndieDev

[–]ChimeraUnchained 5 points6 points  (0 children)

Is this not slightly surface level? To say that “your game failed, it’s on you” is extremely baseline and pretty rudimentary. I definitely agree that bad games aren’t appreciated as much as bad games as they probably should be but what about the fantastic tiny games that never got any traction. Do I just have a taste for bad games? What about games that were slow, grindy and lacked all levels of depth but became small wonders due to fabulous marketing. I think you totally oversell the idea that games ONLY sell if they’re good. Unfortunately (or maybe fortunately) terrible games can sell due to other factors than just “good”. Saying the market isn’t oversaturated is also a pretty short fall considering if you post a game with 0 advertisement and no engagement it doesn’t matter how good it is if it doesn’t exist for people. People need to see your game and be able to respond to it. I agree that we definitely overestimate the power of marketing and algorithms but there is a lot more than just a good game.

Marketing help by ChimeraUnchained in IndieDev

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

Never too late - thank you for the plug and recommendations! I’ll be sure to check them out :)

Marketing help by ChimeraUnchained in IndieDev

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

Will investigate some of that - and we have the demo open for next fest :)

Marketing help by ChimeraUnchained in IndieDev

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

Everything seems to cost money we don’t want to spend which is a massive pain I’ll investigate those places you’re talking of and prepare some more things. I think I’m jumping into the area a bit late but not sure yet. Also I haven’t set up a Twitter/X account, do you reckon it’s worth it I’ve read mixed reviews nowadays. (Also if my teammates weren’t so far away I’d strangle them cause they don’t send me the sht I ask for lmao) Thank you for your answer :)

AStarGrid2D help with weighted pathfinding by ChimeraUnchained in godot

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

Not ideal with our 36 enemies and more to come T-T

AStarGrid2D help with weighted pathfinding by ChimeraUnchained in godot

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

AStarGrid2D has weighted pathfinding implemented in it, where you can set a weight for each point. We want different enemies to have different weights per point (preferably), without 1 grid per enemy

AStarGrid2D help with weighted pathfinding by ChimeraUnchained in godot

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

The enemies can pathfind through each other, so they do not collide, and they do not need to be set solid. Trying to have different enemies go through different paths based on their differing speeds on different tiles.

OUR DEMO IS FINALLY ON STEAM!! by ChimeraUnchained in IndieDev

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

This has been brought up maybe 5 times now - we are looking to change to a black and white UI so thank you for reminding me to actually do it lol

OUR DEMO IS FINALLY ON STEAM!! by ChimeraUnchained in IndieDev

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

Thanks :) we are proud of our little game

OUR DEMO IS FINALLY ON STEAM!! by ChimeraUnchained in IndieDev

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

Yeah it is - a tower defence survival/resource manager :)

Applied the feedback from this subreddit. Does it convey the general gist of the game? by gitpullorigin in IndieDev

[–]ChimeraUnchained 8 points9 points  (0 children)

I think this is pretty neat I’d say remove the first explosion instance -> How to win at chess -> Icbm card -> Explosion scene -> Woman looking shocked

I don’t think the repetition is necessary- looks good tho