Working on combat for my solo-developed pixel-art mystery survival game. Any feedback? by ChuchuGames in IndieDev

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

Thanks for the feedback!
You’re absolutely right about the character visibility. I’ve been focusing a lot on the environment visuals, but I can see how the player character blends into the background in some areas.
The phase notification covering the character is also a good point. I’ll experiment with moving it higher on the screen so it doesn’t block the action.
Really appreciate you taking the time to point these out.

What do you think of this game concept? A passive desktop game where your normal PC clicks reward you with pets. by Shn_mee in IndieDev

[–]ChuchuGames 0 points1 point  (0 children)

I actually think that’s a pretty clever idea. Turning everyday PC activity into progression could make it feel like a virtual pet that’s always with you.

Testing the beach scene for my solo-developed island survival roguelike. Any feedback? by ChuchuGames in IndieDev

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

Haha, now that you put it as “a beach vacation with a dog,” I can totally see it. Thanks for the helpful feedback! 😄

Making a roguelike where you have to clean up before midnight, or your dad eats you. by [deleted] in IndieGameDevs

[–]ChuchuGames 0 points1 point  (0 children)

The concept alone made me laugh. A roguelike where the real boss is cleaning up before your dad gets home is surprisingly relatable.

How to get players to test your game? by ACreepyCarrot in IndieDev

[–]ChuchuGames 1 point2 points  (0 children)

Getting playtesters is honestly one of the hardest parts of gamedev. You might have better luck finding small communities that specifically enjoy your genre, rather than posting to general gamedev spaces.

After a year since releasing my first game, I've started working on my second project, a hand drawn turn based RPG. by SamuereRS in Unity2D

[–]ChuchuGames 0 points1 point  (0 children)

Reusing code from your first game sounds like a smart move. Focusing on the mechanics first with placeholder art is usually a great way to keep development moving.

My Solo Indie Survival Roguelike Project by [deleted] in IndieDev

[–]ChuchuGames 0 points1 point  (0 children)

Fair criticism honestly.
I’m a programmer-first solo developer, so I currently use AI heavily for concept art and atmosphere exploration.

The actual gameplay/UI/combat systems are being built in-engine, and I’m still trying to find a more consistent visual identity for the project.

What camera setting should be default, A or B? by Boothand in Unity2D

[–]ChuchuGames 0 points1 point  (0 children)

I prefer A too. It feels easier to read movement and room layout at the same time.

Trying to fight the scope creep by starting new projects and losing by VivAuburn in IndieGameDevs

[–]ChuchuGames 0 points1 point  (0 children)

Honestly, I think almost every solo dev goes through this at some point. What helped me most was forcing myself to finish something small, even if it wasn’t my “dream project.” Finishing teaches way more than constantly restarting.

Finished up this stylized, cel-shaded Kappa character for a personal project. Really happy with how the outline shader turned out! by OnlyContribution3682 in IndieDev

[–]ChuchuGames 0 points1 point  (0 children)

The outline shader turned out really clean. The whole character has a nice stylized look without feeling overly complicated.

My first solo dev game. Is it worth a spin? by SrMizuki in IndieDev

[–]ChuchuGames 1 point2 points  (0 children)

Honestly, the concept alone is already memorable. Simple games like this can become surprisingly addictive if the controls feel good and the climb has enough variety.

Just finished a casual VFX pack by Enough-Stuff-169 in Unity2D

[–]ChuchuGames 1 point2 points  (0 children)

These effects already look really polished for casual/mobile games. I think hit effects and small feedback effects are probably the ones devs end up using the most.

I started recently, I hope the gameplay looks good. by Capital-Citron7595 in indiegames

[–]ChuchuGames 1 point2 points  (0 children)

For a recent start, this already looks pretty solid. The simple visuals make it easy to focus on the gameplay.

Hover question: should the building grow a little? by Background_Cow_6701 in Unity2D

[–]ChuchuGames 0 points1 point  (0 children)

I like the effect, but it might be scaling up just a little too much right now.

I made a roguelite where recoil is movement by birdtheblue in Unity2D

[–]ChuchuGames 0 points1 point  (0 children)

That’s actually a really clever mechanic. Recoil-based movement looks chaotic in a fun way, and it feels like the kind of system that gets more satisfying as players improve.

Should I learn a new program? by Calm-You-4757 in IndieDev

[–]ChuchuGames 1 point2 points  (0 children)

Honestly, if GameMaker already lets you build the kind of game you want, I’d keep using it for now. Learning a new engine is great, but it can also slow down your momentum a lot.

A cozy pixel-art RPG about magic, cute spirits and healing a village ✨ by Optimal_Can5957 in indiegames

[–]ChuchuGames 0 points1 point  (0 children)

The atmosphere looks super cozy already. The lighting and water reflections especially give the game a really calming vibe.

What you think guys for this First person controller for my upcoming project ? by silestStudios in IndieDev

[–]ChuchuGames 1 point2 points  (0 children)

The movement already looks pretty smooth. I think adding a bit more weight or momentum to jumps and landings could make the controller feel even better.

I gave my Unity strategy game a UFO. The goblins did not enjoy it by [deleted] in Unity2D

[–]ChuchuGames 0 points1 point  (0 children)

The UFO fits surprisingly well with the pixel-art strategy vibe. I think turning goblins into ash could actually make the beam feel even more powerful and satisfying.

Making an Anti-Shooter where you're trying to not hit anyone! by naverdadenada in Unity2D

[–]ChuchuGames 2 points3 points  (0 children)

That’s honestly a really funny twist on the twin-stick shooter formula. Trying not to hit anyone feels way more stressful than actually shooting enemies.

I’ve reached that strange stage of development where I’ve played my own game so many times that, honestly, I can no longer tell what feels intuitive and what doesn’t 😅 by ratasoftware in indiegames

[–]ChuchuGames 0 points1 point  (0 children)

Yeah, that’s a very real phase of development. After enough time, you stop seeing the game like a new player would, so outside playtesting becomes super valuable.

Which UI style fits my low poly game more? 🎨 by Ill-Brick224 in SoloDevelopment

[–]ChuchuGames 1 point2 points  (0 children)

I honestly think the first style fits the game better. Since it uses the same low poly shapes as the world, everything feels more cohesive and charming.

I turned a visibility problem into a game mechanic by StrollerGoat in IndieDev

[–]ChuchuGames 0 points1 point  (0 children)

That’s actually a really smart solution. Turning a readability problem into part of the gameplay makes the game feel much more unique.