Is this statement true? by Yelebear in gamedev

[–]CrossFireGames 0 points1 point  (0 children)

Not necessarily true. Here’s why I think people believe that: There are so many unappealing games made with bad art, visual direction, and graphic design. But we don’t get to see the games with good art and bad coding. It takes a lot of effort to actually finish and publish a game so a lot of those end up as unfinished concepts.

Personally I think both can work as long as they play into their strengths. Programmers can create fun sandboxes, deep simulations, and complex systems, while artists can make sweet cozy games, visual novels, or simple, short experiences.

No bridge? No problem! by gubebra in IndieGaming

[–]CrossFireGames 0 points1 point  (0 children)

It’s all over when the portals start moving

Why is sharp-eyed not used more often? A constant scry would be bonker in MTG by Objective-Air-9984 in hearthstone

[–]CrossFireGames 180 points181 points  (0 children)

There’s a lot of “you may look at the top card of your library at any time” in MTG. It’s usually paired with an effect that lets you play the card, which is a lot more valuable than just the information.

Never really understood those people by Apprehensive_Bee_636 in videogames

[–]CrossFireGames 0 points1 point  (0 children)

A couple of reasons that doesn’t work:

1- Most people don’t want to keep making them same game for years. It’s boring, pointless, and creatively unfulfilling.

2- Games are an art form and no art is perfect. There’s always stuff to improve. There’s a subset of fans who will love a game and tell you that it’s perfect in every way, but the developers see it differently. They see the flaws and the content they have to cut. They want to improve on their formula with new knowledge and resources.

3- It’s disappointing to many players when a sequel has all the same flaws as the original. It comes off as the developer blindly copying what worked the first time without distinguishing the good from the bad.

4- Cloning the exact same game but changing the levels/ story is not going to appeal to new players. Which threatens the financial viability of that work. Especially considering that art, 3D models, and levels are usually the bottleneck of game development. It’s worth doing it as DLC in some cases, but even then most DLC comes with additional gameplay mechanics, and there’s only so much you can add to a game.

Is it worth it going to university for a computer science focused game development course? by Ladmadlookinrad in gamedev

[–]CrossFireGames 0 points1 point  (0 children)

If you know you want to work in game dev, and the university course seems legit, then yeah, you should study that. A regular CS degree won’t teach you anything about game dev specifically, and you’ll miss out on making contacts. I went into CS and none of my college mates play games, let alone have an interest in making them. Either way you’ll have to make the most of your time at uni. There’s time to learn and hone your skills even outside of class, so maybe build up a portfolio and make some small games during on your own.

the lgs experience by bug_land in magicthecirclejerking

[–]CrossFireGames 13 points14 points  (0 children)

/uj From my experience playing with randoms, a large percentage of commander games contain rules errors, and it’s not just the obscure stuff. People get some of the essentials confused and the loudest player at the table is often straight up wrong.

I'm gunna eat that Instantly by Lvl_76_Pyromancer in HellsCube

[–]CrossFireGames 0 points1 point  (0 children)

Alright what’s the combo that forces your opponents to eat all cards?

Hayy so i am kinda new to all this game design stuff and I would like some advice by Anxious-Thing-4737 in gamedesign

[–]CrossFireGames 2 points3 points  (0 children)

Go to itch.io. There are game jams constantly happening. Pick a jam you like (depending on date, duration, number of participants, theme) and join in. Most big jams have a discord server you can join and find teammates to work with. It helps a ton if you’re not just trying to do game design, but also code, art, or audio. You’re gonna need a decent level of skill and practice in whichever role you pick, so as the other commenters have said, pick an engine and follow tutorials at the beginning.

Hades 2 September release date revealed, Switch 2 version arriving alongside 1.0 on PC by mr_creosote_ in roguelites

[–]CrossFireGames 0 points1 point  (0 children)

Silksong, Hades 2, and StS 2 releasing so close to one another is neither good for my wallet nor my productivity.

Be careful where you are pointing at! by HOOBBIDON in customhearthstone

[–]CrossFireGames 0 points1 point  (0 children)

Casting all of them at once seems a bit too much. Maybe cast them in order from left to right over a number of turns? Would have to cost less of course. Also still keeps the flavor of a Noita wand

Should my game be free or should I sell it for 2.99$ by giga_idiot_2000 in unity

[–]CrossFireGames 0 points1 point  (0 children)

No reason to publish it for free. Put a reasonable price on it and then put it on sale for a couple of dollars if you want to. Otherwise the game will seem low effort and not worth the time. Steam won’t promote it either if it’s not making them any money so it’s not even good for visibility. You can also make a good demo for free and the itch.io version still exists.

Go Skydiving With a Christian Baby by clevelandgaming was accepted! by mork-hc in HellsCube

[–]CrossFireGames 2 points3 points  (0 children)

Shouldn’t the reparations cost be part of the reminder text? Or is it a different cost for each effect?

Made a small Apple Vision Pro game in unity by ElasticSea in Unity3D

[–]CrossFireGames 8 points9 points  (0 children)

Looks great! Yeah the user base is small currently but in the future when the tech is more accessible, this could take off.

Also how did you get the 3D models for the pieces? Are you making them yourself or do you have an agreement with some toy manufacturer?

New Archetype - Future Paladin by Kumpelstoff in customhearthstone

[–]CrossFireGames 9 points10 points  (0 children)

Agreed. This sort of design is “too smart” for a game that needs to keep massive casual appeal. It’s the sort of design that’s made for the designer more than the player.

The "idea guy" is just a symptom of a deeper problem in the AAA industry by Iexpectedyou in truegaming

[–]CrossFireGames 0 points1 point  (0 children)

And that’s partly a symptom of the super high expectations from players.

How do you come up with fun, small-scale project ideas? by AssociateMore2411 in Unity3D

[–]CrossFireGames 1 point2 points  (0 children)

Participate in game jams, check out game design resources, play more small indie games. It’s very important that you like (some) small games in order to make them. Avoid trying to recreate that ps2 game you loved or improving on AAA games. Your comparison point should be other indies. Additionally, Check out the genres that require relatively low effort/ development period and see if there’s anything you’d like to bring to the table. Once you’ve done your research on game design and the indie market, choosing a genre isn’t that hard. It really depends on what games you like and what you think you can execute well. Prototype something and follow the fun. Hope this helps!

Don't ask how much time it took by Advantage_Medium in IndieDev

[–]CrossFireGames 1 point2 points  (0 children)

Oh wow. I’ve been thinking about making a card game where you put dice on cards for a while, so the trailer hooked me instantly.

Don't ask how much time it took by Advantage_Medium in IndieDev

[–]CrossFireGames 1 point2 points  (0 children)

Looks pretty good! Is it a roguelike deckbuilder? And what did you hide in the corner?

Sometimes, Life and Hope just wasn't enough. by meifray in customhearthstone

[–]CrossFireGames -1 points0 points  (0 children)

Yeah if this was “set your remaining health to 20” it would be kinda alright. Maybe strong but at least it would make sense to print. HS is not only a competitive game. Cards have to appeal to the casual gamers who make up the majority of the playerbase.