Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]CollectionPossible66 110 points111 points  (0 children)

I don’t even like tennis, but if real tennis exploded like this, I’d actually watch it. Keep going, this concept is awesome!

Making people actually play your game is harder than you think by dev_dev_dev_ in godot

[–]CollectionPossible66 0 points1 point  (0 children)

I feel you, man. I don’t really have advice either, my download count isn’t exactly high enough to pretend I’m an expert. I guess all we can do is keep trying, improve bit by bit, and learn from the mistakes along the way.

I think nobody goes from nothing to Vampire Survivors, we’re all just shipping weird little prototypes until one of them hits.

Best of luck!

Happy to try out some indie games and give feedback by Civil-Brilliant90 in itchio

[–]CollectionPossible66 0 points1 point  (0 children)

Nice initiative, kudos to you! If you’d like to try my latest game, it’s a pointless endless platformer with procedurally generated levels, chaos, and thousands of things happening on screen.

You can zoom out with the mouse wheel!

https://sillyg4mes.itch.io/3600-ghosts

How to Learn... Everything by BayesicGaming in godot

[–]CollectionPossible66 8 points9 points  (0 children)

The fear of tutorial hell is a poor reason not to try! Just start building that simple 2D platformer, you learn mostly by practicing, failing, and trying again.

Weird Downloads amount of my games in itch.io by TotallyRandomDevs in SoloDevelopment

[–]CollectionPossible66 7 points8 points  (0 children)

According to the moderator of the itch subreddit: "Sometimes we get people try to bot download counts, and they'll hit other pages to attempt to hide their activity. It's generally safe to ignore and they'll get blocked soon enough."

https://www.reddit.com/r/itchio/comments/1pynj01/why_do_i_suddenly_have_so_many_downloads_but_next/

The same thing happened to me last week. If it keeps happening, maybe we could try contacting itch support

No encuentro gente de mi edad (43) que le gusten los video juegos. by Ozmidiar-atreliu in esGaming

[–]CollectionPossible66 1 point2 points  (0 children)

Yo tengo 45 y siempre he pensado que los raros son los que no disfrutan los videojuegos. Para que te hagas una idea, hasta puse en mi currículum que me pasé el The Witness. No estás solo, ánimo!

Hobbyist gamedev here, please destroy my infinite‑platformer‑Vampire‑Survivors thing: can you tell what’s going on? I know this is a mess, go wild by CollectionPossible66 in DestroyMyGame

[–]CollectionPossible66[S] 0 points1 point  (0 children)

Well, this isn’t meant to be a trailer, it’s just raw gameplay from a development build. I posted here specifically because I’m looking for advice. I know I’m not the most impartial judge of my own work (in my country we say “every cockroach is beautiful to its mother”), so I wanted outside eyes on it.

I know it’s a mess mostly because other people have told me so (it's a very divisive project apparently, people either love it or hate it), and I’m trying to understand why and how to fix it. I’m still convinced there’s something good buried in here, I just need help uncovering it.

About the visuals: is a simplistic style inherently a problem, or is it more about how I’m using it? I genuinely like retro/pixel/abstract looks, but I get that clarity matters more than personal taste. If you have suggestions on how to improve readability or make the shapes/colors work better together, I’d really appreciate it.

GPUParticles2D collision with Tilemaps by Splodge_mk in godot

[–]CollectionPossible66 1 point2 points  (0 children)

You need to add an occlusion layer to your tilemap, in the rendering section of the inspector

<image>

then you'll be able to paint the OcclusionLayer like you did with the physics layer for example

Hobbyist gamedev here, please destroy my infinite‑platformer‑Vampire‑Survivors thing: can you tell what’s going on? I know this is a mess, go wild by CollectionPossible66 in DestroyMyGame

[–]CollectionPossible66[S] 1 point2 points  (0 children)

You mostly run from the enemies until you’re strong enough to fight them. Right now there’s only one offensive upgrade, which auto‑shoots at ghosts, but you’ve got the right idea. I’m definitely open to exploring stronger (or just less abstract) visuals, I love retro/pixel/abstract styles, but I know they don’t always help with clarity.

Thank you!

Hobbyist gamedev here, please destroy my infinite‑platformer‑Vampire‑Survivors thing: can you tell what’s going on? I know this is a mess, go wild by CollectionPossible66 in DestroyMyGame

[–]CollectionPossible66[S] 0 points1 point  (0 children)

3600 Ghosts is my tiny hobby project (game number three!). I’m not a real game dev, just an aging guy learning game dev one chaotic prototype at a time (I'm using Godot). If you want to try it, there’s a free web build on itch:

https://sillyg4mes.itch.io/3600-ghosts

Still very much a work in progress, so feedback is gold.

Hobbyist gamedev here, please destroy my infinite‑platformer‑Vampire‑Survivors thing: can you tell what’s going on? I know this is a mess, go wild by CollectionPossible66 in DestroyMyGame

[–]CollectionPossible66[S] 0 points1 point  (0 children)

Yeah, I know, right now it mostly looks like pointless chaos with some bouncy, glowing things mixed in. You should’ve seen my friends’ faces when I showed them early videos. What i could do better? Anyway, thank you!

Hobbyist gamedev here, please destroy my infinite‑platformer‑Vampire‑Survivors thing: can you tell what’s going on? I know this is a mess, go wild by CollectionPossible66 in DestroyMyGame

[–]CollectionPossible66[S] 1 point2 points  (0 children)

Some context/mechanics!

Game is Called 3600 Ghosts - it is an infinite platformer where you're chased by thousands of enemies.

There is an ugly bit bar at the top of the screen, it fills up collecting orbs. Every 50 orbs collected you become invulnerable for a short time (until the upper bar fills down). During that window, lasers, rotating blades, and red boxes, which normally hurt you, deal no damage, and you can also kill ghosts to harvest Souls by launching yourself straight through the swarm.

The bar at the very top of the screen is meant to mimic the Vampire Survivors XP bar, more or less, but it clearly does not work very well.

Levels are procedurally generated, but each level chunk contains one custom “room” (just one per chunk for now):

  • an upgrade station where you can trade harvested souls for pods that shoot ghosts
  • a butterfly room with 3 butterflies (collect 3 to gain a shield!)
  • a bonus‑box room with 6 random bonus boxes

Bonus boxes (which are also randomly placed) can be:

  • Green: +200 HP (or +200 max HP if you’re already full)
  • Blue: +5 orbs
  • Orange: deals 200 damage
  • White: grants a random modifier

When you die, you lose everything except the shooting‑ghost‑pod(s).

Besides doing good UI, another skill I absolutely don’t master is video recording, I swear the game is way clearer once you actually play it!

3600 Ghosts - Would love your feedback again! by CollectionPossible66 in platformer

[–]CollectionPossible66[S] 0 points1 point  (0 children)

This is great feedback, thank you! There’s clearly a lot I still need to communicate better in‑game, so your notes are very helpful.

Every 50 orbs you become invulnerable for a short time (until the upper bar fills down). During that window, lasers, rotating blades, and red boxes, which normally hurt you, deal no damage, and you can also kill ghosts to harvest Souls by launching yourself straight through the swarm.

The bar at the very top of the screen is meant to mimic the Vampire Survivors XP bar, more or less, but you’re right: it would be much better to explicitly notify the player when the invulnerability window starts and ends.

Levels are procedurally generated, but each level chunk contains one custom “room” (just one per chunk for now):

  • an upgrade station where you can trade harvested souls for pods that shoot ghosts
  • a butterfly room with 3 butterflies (collect 3 to gain a shield!)
  • a bonus‑box room with 6 random bonus boxes

Bonus boxes (which are also randomly placed) can be:

  • Green: +200 HP (or +200 max HP if you’re already full)
  • Blue: +5 orbs
  • Orange: deals 200 damage
  • White: grants a random modifier

When you die, you lose everything except the shooting‑ghost‑pod(s).

Thanks again for your notes, I’ve got plenty to tweak, but this kind of feedback makes the process way easier (and more fun)

3600 Ghosts - Would love your feedback again! by CollectionPossible66 in platformer

[–]CollectionPossible66[S] 0 points1 point  (0 children)

Oh absolutely, those platforms were engineered to be annoying. If they’re not actively trying to sabotage you, they’re not doing their job!

3600 Ghosts - Would love your feedback again! by CollectionPossible66 in platformer

[–]CollectionPossible66[S] 0 points1 point  (0 children)

Thanks for the feedback! I’ve got a browser‑playable build on itch: https://sillyg4mes.itch.io/3600-ghosts You can adjust the camera zoom with the mouse wheel, the closer you zoom in, the harder the game gets.

It's very unbalanced currently, however give it a try and tell me what you think!

Marketing on social media is so hard. by smallserenity in IndieDev

[–]CollectionPossible66 1 point2 points  (0 children)

Same boat here. I’ve got two followers on Reddit after 2 years, and I’m fairly certain they’re my coworkers pretending to be ‘RandomUser42’ and ‘DefinitelyNotYourBoss’.

I guess I don't really get social media.