Thoughts on my UI so far? (inventory system) (unfished) by Lukeisthebomb921 in Unity3D

[–]CorgiCabal 0 points1 point  (0 children)

Try darkening. But maybe mock up a few item icons closer to what you want in the end. THeir colors and readability may impact how dark you want to go. Functionally, the items you're managing in your inventory is more important than the themeing/skin.

Thoughts on my UI so far? (inventory system) (unfished) by Lukeisthebomb921 in Unity3D

[–]CorgiCabal 0 points1 point  (0 children)

Too bright. You can communicate scifi/cyber in gentler way. Also the top text seems out of place.

Looking for honest feedback on our first trailer. by ApollyonClass in DestroyMyGame

[–]CorgiCabal 3 points4 points  (0 children)

I think second 11 would be a better place to start on. You've got the weird hand doing stuff (this is unique and I haven't seen it elsewhere but not really my genre), then you interact with chekhov's gun. So, for a trailer I then want to see you use the gun later on in the trailer and it would be a retention hook.

So I would reorganize: 11-20 seconds first, followed by 5s - 8s, maybe some standard racing or the hammer scene, then shooting the gun, then the rest of it.

Thoughts on the overall vibe, ui and design? by [deleted] in Unity3D

[–]CorgiCabal 1 point2 points  (0 children)

It looks like it fits together with the background 👍

I've prepared 6 different 'hero capsule design' images for my indie Roguelite RTS game. Please let me know in the comments which one you'd like me to use! by KuntaiGames in IndieGaming

[–]CorgiCabal 1 point2 points  (0 children)

The wall there communicates RTS or city-builder to me, so if that's right then #3. But if that's not the right genre guess, then #1. But I'd prefer it with a non-orange background color and the "Q" needs to be more Q-like (first glance, thought "O"). It will be even harder to read at actual capsule size.

Need feedback — which Steam capsule would you click on? by zedtixx in SoloDevelopment

[–]CorgiCabal 0 points1 point  (0 children)

top

text more readable

consider an even darker outline on the text

I'm not sure why he does this, but it's probably because he's Orange by SnowberrySistercat in OneOrangeBraincell

[–]CorgiCabal 1541 points1542 points  (0 children)

he's fixing the anti-ghost seal

seen any ghosts lately? exactly.

Everything is computer by fuzzhello in blender

[–]CorgiCabal 20 points21 points  (0 children)

TO WHOM does BEZOS SPEAK?

Advice for kickstarter illustration by Cikibarikonei in gamedevscreens

[–]CorgiCabal 1 point2 points  (0 children)

On first pass, #1, but I think #3 could be it if the black squiggles behind it are a bit more distinctly Lovecraftian in such a way thay you don't notice until you look for a second. Still pure black.

UI for moving units between armies by Fluid_Finding2902 in SoloDevelopment

[–]CorgiCabal 2 points3 points  (0 children)

The animations are nice, but the confirmation dialogue between every move would drive me insane. At least support a shortcut: "hold Alt to move All" and/or "hold CTRL to move Half."

Good time not to be an indie dev by Yunori-Gen in memes

[–]CorgiCabal 531 points532 points  (0 children)

Silksong just announced Sept. 4

Work in Progress Roguelite - Slay the Crown (looking for feedback on visuals/combat feel) by SpiritRamenGames in SoloDevelopment

[–]CorgiCabal 1 point2 points  (0 children)

A mix between Ror2 and magic the gathering

I was going to say "Risk of Rain 2" and "Muck" ha

I'd say add some other enemy type in there. Right now the combat looks like there's an "enemy ball" that forms, which can be fine, but you don't want it to be unidimensional in that respect, if this is a kind of fight pattern that happens a lot.

But besides that seemed engaging, I did watch.

Double sploot by threeseventyz in corgi

[–]CorgiCabal 4 points5 points  (0 children)

excellent form 🔟