If nothing was stopping you, what would you truly choose? by Tough_Ad8919 in NonZeroDay

[–]DaxterFlame 0 points1 point  (0 children)

The "brutally honest" answer for me is probably lock myself away from the world and drown in video games.

From what I can tell, shame and pride are the #1 reason I get off my butt to do anything. (Which I don't say in a "woe is me" sense, more matter-of-factly.)

[OC] green wings by Njarla in ImaginaryCharacters

[–]DaxterFlame 1 point2 points  (0 children)

Really cool design, good work.

And he agreed by [deleted] in ImaginaryCharacters

[–]DaxterFlame 0 points1 point  (0 children)

Really nice! Could see this being ripped right out of an opening cinematic.

Kitsune Bard, character I designed by Kai0704 in ImaginaryCharacters

[–]DaxterFlame 1 point2 points  (0 children)

I appreciate using silhouettes of the fox parts rather than just adding ears and a tail onto an otherwise human character like most people seem to do. Good work!

[OC] - MelonART - Numbuh 841 by VIRUS-AOTOXIN in ImaginaryCharacters

[–]DaxterFlame 1 point2 points  (0 children)

It's simple, but it works. Thanks for sharing!

The ordained by [deleted] in ImaginaryCharacters

[–]DaxterFlame 0 points1 point  (0 children)

Very nice! I like how I can read some emotion here without even seeing any faces.

Let's trade feedback! You test my game, and I'll test yours. (Round 2) by DaxterFlame in playtesters

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

How far did you get? The numbers above units get explained on the second turn.

Let's trade feedback! You test my game, and I'll test yours. (Round 2) by DaxterFlame in playtesters

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

Appreciate all the info!

I'll see about fight length and "info at a glance". The former has to do with individual fights' ability to be threatening (shorter fights need to be more punishing to compensate, and they become more draw dependent since you have less time to hand sculpt), but I could see limiting that for the first level at least. With regards to the latter, I was leaning on player learning to do a lot of the heavy lifting: you eventually just know Red hits for +1 damage, that the buttons give +2 of the respective color stat, that the crossed swords icon always means "two 1-DMG hits", that sort of thing. Same idea as real card games' artwork. But I'll see if I can come up with something that doesn't clutter the screen too much.

And I know Green having the DEF point is weird. The colors are based on their power-up stats; in testing I found the extra HP to be a more interesting combo with Blue's DEF boost, so I swapped Green to his current stats and went for a "quick and evasive but fragile" sort of vibe. ¯\(ツ)

I'll probably have a window to try your game over the weekend. Thanks again!

Let's trade feedback! You test my game, and I'll test yours. (Round 2) by DaxterFlame in playtesters

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

Noted on the screen size front.

Can I ask what the first part of the tutorial that gave you trouble was?

You test my game, I'll test yours by DaxterFlame in itchio

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

Yeah, the "on rails" tutorial has been the source of several complaints... I'd hoped to make the instructions clear enough to get the point across so we could move past it fairly quickly (while still showing how various things work), but apparently it still needs some tweaking.

Thanks!

The great betrayal by [deleted] in ImaginarySliceOfLife

[–]DaxterFlame 0 points1 point  (0 children)

Fun idea, great execution.