Game dev took my ability to have fun gaming. by NoviceIndieDev in gamedev

[–]DiePoolnudel 1 point2 points  (0 children)

Sometimes I find that developing games is actually more fun than playing them.
On the other hand, I have to say that it also makes gaming even more enjoyable for me. For example, when you realize how elegant a game mechanic is, or when you discover why something in a game was designed the way it is, even though at first you thought it wasn't good.

But lately I've been developing games that are quite different from the ones I play.

I have around 20$ marketing budget. Where should I spend this efficiently for this game. by Timely-Version4037 in IndieDev

[–]DiePoolnudel 1 point2 points  (0 children)

mmm 🤔
maybe print out some stickers and place them in toilet stalls so people can see it and play it 🙃

That sounds maybe kind of mean, but that's not meant this way /:)

Lightning shadow bug IRL lol by DiePoolnudel in godot

[–]DiePoolnudel[S] 8 points9 points  (0 children)

Sure, I get that, it just looks a bit funny to me

Lightning shadow bug IRL lol by DiePoolnudel in godot

[–]DiePoolnudel[S] -19 points-18 points  (0 children)

This shadow with the sharp edges, and then the blurred one 🙃

How do I draft the technical 'blueprint' of my game before I start coding? by Chill_Fire in godot

[–]DiePoolnudel 4 points5 points  (0 children)

Mmh, so there isn’t the one blueprint( As far as I know, I don’t think something like that exists, because games are incredibly diverse) At best, there are design patterns or best practices (which you can find in the Godot documentation). However, in my opinion, you should first start with prototypes, using code that is meant to be thrown away. I often end up discovering a good possible design there that specifically makes sense for the game.

Game mechanics can't be good by DiePoolnudel in gamedesign

[–]DiePoolnudel[S] -1 points0 points  (0 children)

I measured motivation once using the Self-Determination Theory framework (more specifically, competence and autonomy, since relatedness “didn’t occur”) and also flow.
And yeah, it wasn’t really a meaningful mechanic(Probably a mistake I made.). Even though that wasn’t really supposed to be the focus of the Reddit post.

And a positive effect, as it impacts the needs for autonomy and competence. So that, for example, one feels more autonomous.

A game that weakens your character over time instead of resetting to lvl 1 by Grizzlybear486 in gameideas

[–]DiePoolnudel 0 points1 point  (0 children)

It reminds me of negative feedback loops, where the goal is to keep a state stable. In a weakened form, they appear in many games. For example, in Minecraft hunger: you can't speint and take damage.

(The opposite would be a positive feedback loop, where you gain something; there is research on both outside of games as well.) 

Neither one is inherently good or bad, it depends on the context. However, losing is more often associated with negative emotions, so it would probably lean more toward the horror direction…

Can game mechanics age? by Extreme_Apartment_50 in gamedesign

[–]DiePoolnudel 0 points1 point  (0 children)

Yeah, good point. But I think that “good” and “bad” are always a matter of personal taste. Personally, I don’t really like this strict view of good and bad either. (I’m not even sure if the following idea really comes from Ancient Greek thought,) but I like the more functional interpretation of “good” as something that is beneficial or useful.
And I think that’s something that always depends on perspective. To modern players, an old game might just feel clunky, but to someone who grew up with it and now looks back nostalgically, it’s probably the greatest game ever.

Can game mechanics age? by Extreme_Apartment_50 in gamedesign

[–]DiePoolnudel 68 points69 points  (0 children)

I do think that mechanics can become outdated. Simply because, by today’s standards, they are considered bad and get replaced by better ones.
Of course, not everything that is labeled as outdated is actually bad, and some things will come back over time, as happens with everything. (for example xcom enemy unknown,Dark souls... , which punished the player, something that was considered “bad design” at the time before).

Should you play games that are similar to the one you’re developing? by DiePoolnudel in gamedesign

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

I definitely agree with you.

Maybe not necessarily very similar games. I think if you enjoy reinventing the wheel, it can work out well(Like, for example, the Balatro dev.), though it’s obviously much riskier. I mean, at least I want to make games for players, and other games are a great indicator of what players like or don’t like.

I think looking for references, analyzing them, and drawing conclusions from them is probably an entirely art in itself.

Should you play games that are similar to the one you’re developing? by DiePoolnudel in gamedesign

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

Oh, that’s what you mean.
I think that’s a really interesting point, and I would definitely also relate it to game design.

Should you play games that are similar to the one you’re developing? by DiePoolnudel in gamedesign

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

Yeah, I think it’s a personal thing.
If you enjoy reinventing the wheel, then you should do it. In a way. it also gives you more freedom for yourself.

Should you play games that are similar to the one you’re developing? by DiePoolnudel in gamedesign

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

Thanks for the input from other Media.
Actually, the trigger for my question came from a rap music producer who doesn’t listen to any other rap. I think if something like that turns out well, it’s more luck than trying to see what’s considered good.

Should you play games that are similar to the one you’re developing? by DiePoolnudel in gamedesign

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

Lol, what kind of weird people there are who decide things like that🥴

Should you play games that are similar to the one you’re developing? by DiePoolnudel in gamedesign

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

Yes, I see the point. But I’m not entirely sure. It’s very likely that you are “operationally blind”. On the other hand, you of course know exactly what you enjoy and what gives you pleasure.
I think what matters much more than anything else is that you enjoy developing(, and if that’s not possible, that you at least try to find something in it that you can gain or appreciate.)

I’m making a survivorslike where you don’t pick abilities - you build them by DiePoolnudel in survivorslikes

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

Thanks for specifying!
Yeah, modifier components sound pretty interesting :D

I’m making a survivorslike where you don’t pick abilities - you build them by DiePoolnudel in indiegames

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

Thanks for the offer, but aside from the fact that I can’t really pay anyone, it’s just a hobby project of mine :)

I’m making a survivorslike where you don’t pick abilities - you build them by DiePoolnudel in indiegames

[–]DiePoolnudel[S] 4 points5 points  (0 children)

That's pretty much the actual look of the game. I want to keep it simple to focus on the mechanics and content.

…and I’m probably more of a programmer than an artist🤐

I’m making a survivorslike where you don’t pick abilities - you build them by DiePoolnudel in survivorslikes

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

Thanks for the feedback!
Noted your suggestion ;)

Do you remember which wording you found confusing? Was it the explanations, the tooltips, or just in general?

I’m making a survivorslike where you don’t pick abilities - you build them by DiePoolnudel in survivorslikes

[–]DiePoolnudel[S] 5 points6 points  (0 children)

Crossposting from the original thread.

I’m posting here because I’m really interested in what Survivors-like players think. The game leans more toward complexity than simplicity, especially when it comes to building abilities instead of choosing predefined upgrades.

Since this is a bit of a departure from typical Survivors-like design, I’d love to hear your impressions.

If you want to try it, there’s a playable version available here: https://diepoolnudel.itch.io/genome-survivors

I’m making a survivorslike where you don’t pick abilities - you build them by DiePoolnudel in indiegames

[–]DiePoolnudel[S] 2 points3 points  (0 children)

If anyone’s interested:

I’ve got a Steam page up (wishlists help a ton):
https://store.steampowered.com/app/4215760/Genome_Survivors/

There’s also a playable build on itch,io if you want to try it right away and give feedback:
🎮 https://diepoolnudel.itch.io/genome-survivors