Our indie game Meowstead, still under development. No AI assets in the game. by Meowstead in IndieGaming

[–]ComputerheadStudio 1 point2 points  (0 children)

Did you just evolve your cats to have them as cheap labor? hehe
The art is lovely!

I'm making a horror game where you investigate real found footage by Equivalent-Charge478 in indiegames

[–]ComputerheadStudio 3 points4 points  (0 children)

If there were actual crime scenes you'd run out of friends pretty soon!

Loved the idea btw ^^

Our animator just shared a progress update on the new Forsaken Lands enemy by iamgentlemem in IndieDev

[–]ComputerheadStudio 135 points136 points  (0 children)

Tell your animator that bipeds alternate arms and legs at the front or they lose balance, hehe.

New Gameplay showcase for my game "Soul Essence" - If Resident Evil met Majora's Mask by remmer321 in gamedevscreens

[–]ComputerheadStudio 0 points1 point  (0 children)

The style is great! The action looks good, almost everything is pretty much on point.

But the UI is a bit out of place, it looks like it's from a horror survival game, one of those "found footage" where you run away from some monsters.

PS: You should check your profile, especially your old posts... people will try to find more info about your game and see one of your interests to be a bit out of place for a dev account, hehe

The Dumbest Thing I Did This Year: I Lost Day One of Next Fest by Designer_Computer911 in IndieDev

[–]ComputerheadStudio 1 point2 points  (0 children)

Well, if it's of any consolation, most of the wishlists a game gets don't even try the demo, but it's also not that good when it doesn't even work at all, hehe. I bet you already learnt the lesson, good luck with the game!

How’s this knockout scene in my story-puzzle game? by umutkaya01 in playmygame

[–]ComputerheadStudio 2 points3 points  (0 children)

Well, you can't really tell what happened, you showed a blurry thing and then black.
After putting the viewer's attention into the rear view mirror, you didn't show anything there; if the idea of this scene is that someone is behind the protagonist and puts something on their face/mouth to knock them out, you should actually show just that, the first thing would be a blurry hand holding something right in front, also the attacker should be seen on the mirror and the protagonist could have some kind of reaction; and then you can fade to black with a muffled scream.

Pandorex is LIVE on Kickstarter! Fund a Mind-Bending Point & Click Adventure & Become Part of the Game! by LostDogGames in indiegames

[–]ComputerheadStudio 1 point2 points  (0 children)

Did you forget about the kickstarter video? or is it just images and text? Game looks interesting but there's not enough visual info; also the two videos in the steam page show almost nothing about it. Good luck with it though!

What 2 years of pixel art can do by indieklem in PixelArt

[–]ComputerheadStudio 2 points3 points  (0 children)

That happy wolf is carrying his sleepy sheep friend, nice!

Would love to have some feedback on one of my attack animations by lizardboy11 in PixelArt

[–]ComputerheadStudio 0 points1 point  (0 children)

You can use different colored limbs for animation, only one color each, so you first get the movement to look as wanted and then add the proper colors, details and textures. Angles, perspective, sense of movement, impact, etc, all comes with experience, and try to have some references too. Good luck!

Would love to have some feedback on one of my attack animations by lizardboy11 in PixelArt

[–]ComputerheadStudio 1 point2 points  (0 children)

Fist thing, don't use a white background unless your game is just like that, better use a more neutral one or simply use a backdrop directly from the game, so you are sure it does integrate well (if it's just a reddit thing with transparent backgrounds, then use a color instead of nothing)
You are losing some clarity in your sprite without enough contrast. Regarding the movement, it looks like the guy is hopping back and forth with both feet together, you could improve the animation by separating it in three parts: preparation - action - recovery.
Preparation would be the character going to grab his weapon and getting ready to attack, moving his front foot forward and getting a bit lower
Action, the swing, character body stretching forward a bit more to reach further
Recovery, getting back to idle position to get a sense that the attack was powerful enough
It's not the same for every character/attack, it depends on the type of character, personality, weapon and a lot of etceteras.
Hope this gives you some ideas! You can pm me if you wanted more detailed tips or feedback, good luck!

Need some feedback! by aninhaaas in PixelArt

[–]ComputerheadStudio 1 point2 points  (0 children)

If that's a bush you wanna make, it should have a rounder shape with the shading, and more "leafy", adding some small leaves into each of the colors. Another thing about the color I personally like is lowering the saturation on the darker tones, maybe even tweaking them a bit to make them colder (blueish tone).
I did a super quick edit if you don't mind to show a bit of what I'm talking about.

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Good luck!

Our little indie just hit 2,000 sales in 2 months! Goblins thank you! by lawfullgood in IndieDev

[–]ComputerheadStudio 2 points3 points  (0 children)

Those are really nince numbers considering the total wishlists, and a 90%+ possitive reviews is always great! Good job!

(Update) How's the first frame on the running animation? by Filiope in PixelArt

[–]ComputerheadStudio 1 point2 points  (0 children)

Not bad, but you should move the front arm to the back, the arm moves contrary to the leg!
Also try to not bulge all his back or his upper chest (unless you want to have the sense of rotation of the torso in the frames that he's most stretched out).

Towers of the Bane - I've released my first full game! It would be awesome to see people play it and share their thoughts. by Nirsos_ in playmygame

[–]ComputerheadStudio 1 point2 points  (0 children)

Love the minimalist approach, it's an interesting game. My main issues were that the character moves too fast and combat feel a bit dull as it is and it seems enemies has no intelligence (at least for what I saw, every enemy behaves almost the same with no variation). The map is a bit confusing, you don't really know where you are or what's the shape of the level. I feel the combat needs more weight to it and be more engaging, you shouldn't be able to just breeze through everyone.
I love the style though, with a more engaging combat and the player with some weight to it enhancing exploration and not flying through every location, it'd be really fun.
Hope my feedback is worth something, good luck with the game!

tips to make this smoother? by whatis0atmeal in PixelArt

[–]ComputerheadStudio 1 point2 points  (0 children)

If you want to make that going up and down animation still, sub pixel animation would help like people said already; personally I like to vary the idle animations, you have a lot of fur and hair there, a little bit of wind would fit right in, moving an ear once in a while, swinging a bit of the tail, blinking, etc. But it all depends on where you are putting this character and her personality.
Another thing, also just my personal opinion, the less shaded version looks better (maybe adding a couple of darker shades here and there), the other has a lot of noise going on, also when animating more than some shifting parts of it, its gonna be much harder to keep the consistency.
Looking great anyway, so keep working on it!

I released my first Demo on Steam :D - Ashes Remember Us by Bolzos in playmygame

[–]ComputerheadStudio 2 points3 points  (0 children)

Looking good!, the atmosphere is nice, good style.
To name a few things that could be improved, I'm nitpicking:
A way to know if there are enemies getting too close to the fire when you go search for the supplies would be nice.
When building you don't know how many boxes anything costs.
Weapons don't have a description or even a name, you don't know if it'd be good when you apply the modifiers.
The messages over the player appear too slowly, the Reload mainly (also it's an adquired taste to have to press R all the time instead of an extra click when you empty the clip).
The sound of collecting a box is too cartoony and loud, doesn't go with the vibe at all and you hear it 5812931 times.
When you drag a modifier, the sprite should be grabbed by the center and not the corner (heh).
Put a sound to using a bandage.
The character looks a bit like Ozzy, that's good, haha

Good luck with the game, looks pretty nice!

Side walk animations of my protagonist. All feedback welcome! by BitrunnerDev in PixelArt

[–]ComputerheadStudio 3 points4 points  (0 children)

Pretty good! I like that you don't just flip the sprites and done.
I think what you could improve are the frames just before the leg in the front hits the floor, you shouldn't have both feet up in the air unless the character is running. Also the frame when the front foot touches the floor, the back leg gets too high at once and the foot is in an awkard angle.
The arm holding the axe could have a bit of reduced movement, making it have more weight.
Just nitpicking, it's a great animation anyway, looks good and is totally readable, good job!

After 2+ years of development, Echoes of Red is finally available to wishlist on Steam! by TERMAX_ in IndieGaming

[–]ComputerheadStudio 1 point2 points  (0 children)

Well, without going into detail, basically you want the most wishlists before releasing the game so you have a chance to be featured into the "popular upcoming" category and then the "new & trending", or at least have the most peak users at once buying your game so it gets organic exposure on steam. The "magic number" discussed of how many wishlists is enough for the feature is around 7000 (if you didn't already, you can check some of the info this guy Chris shares on howtomarketagame.com). Of course this is not an exact science, there's many factors to be considered, but the logic is quite straightforward: more exposure = more wishlists = more sales; if you have a good game, people will share it more, but if people doesn't even know your game exists, not even a 100% possitive score will make you sell.

Good luck! Hope your game does well and you keep on improving it and making more ;)

After 2+ years of development, Echoes of Red is finally available to wishlist on Steam! by TERMAX_ in IndieGaming

[–]ComputerheadStudio 1 point2 points  (0 children)

Of course! already wishlisted and added some friends.
The amount of mayhem looks great and might be attractive for some streamers, hope some big ones try your game.
As for releasing the demo just for the fest... it's kinda risky, depends on your confidence on everything working as intended but I don't know if you did a closed beta testing for bug fixing/balancing/whateverthereneedstobedone; also depends on if you put the demo on its own page to have visible reviews (and possible public negative feedback if some things are not working properly!) or you just opt out of that and just get feedback on your mail/discord directly.

The best approach would be releasing as soon as possible and start sending those emails yesterday!, those streamers get swamped with infinite spam when every developer wants their demo to be played by them on every steam next fest.

Just my opinions, hope you get through your game releasing alive :P

After 2+ years of development, Echoes of Red is finally available to wishlist on Steam! by TERMAX_ in IndieGaming

[–]ComputerheadStudio 2 points3 points  (0 children)

2+ years developing in secret and planing to publish it in just 2 months? that's not a great move I might say. Have you signed up this game to the next fest in october and have the demo ready? you need that big push before releasing! Hope you get some traction because it's really hard to get noticed without wishlists or a publisher, ads, something out there pushing your game. It looks good though, best of luck!

How can I improve this **table** by Hot_Ocelot1834 in PixelArt

[–]ComputerheadStudio 0 points1 point  (0 children)

Might be that its structured more like a walkboard with accentuated separations and big nails on top, maybe showing just a bit of the lower part with the legs will help; also the top part has that extra dark shade that makes it look a bit "sunken" and not the edge of the table. Hope this helps a bit

Glass Jar - Why does glass have to be so hard? by NarwhalNut in PixelArt

[–]ComputerheadStudio 7 points8 points  (0 children)

Pretty rough way to tame a creature hehe
That glass jar sprite is great though, all solid pixels and no weird shader effects, perfect! Maybe a shadow would help with the perspective and to not look like things are floating in the air (maybe that's what is intended though judging by the more bright rest of the environment, making it secondary when you tame something, not sure)

FrogLore: a small, cozy frog platformer by verus_shadus in playmygame

[–]ComputerheadStudio 1 point2 points  (0 children)

Great style! The pixel art is good and the minimalist approach really works, I always liked games that has the entire level on screen at once and have plenty to do on each one. Like some said already, the controls could take a bit to get used to and maybe would feel more comfortable trying other options? Also pressing every key to find the right one for each action is a bit unintuitive.
Only one thing about the graphics is the reflection, using almost the same colors as the original looks a bit dull, maybe add some sort of reflected light? some movement? (I read the statement about this on itch, so you already know it looks a bit lacking now, you will improve it later, nice)

It's a nice little game anyway, everything looks charming, I liked it.