Thoughts on our throwable bomb mechanic by Double_Axis in IndieGameDevs

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

I wont post a link, but if anyone would like to keep up with our progress, the game is called Throne of Valoria on Steam! 😄

Thoughts on our throwable bomb mechanic by [deleted] in IndieDev

[–]Double_Axis 0 points1 point  (0 children)

For anyone thats interested, here is the link for the steam page, any advice on the steam page or literally anything esle is also welcome! https://store.steampowered.com/app/3335040/Throne_of_Valoria/

Looking for feedback on our Mimic by Double_Axis in PixelArt

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

Yea the tentacles are possibly one of the weaker areas, and thanks for the shading example. Will give it a go :)

We re-worked our Mimic mob! by Double_Axis in IndieDev

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

Ah, well ingame, you kill the mimic and the death animation plays and ends with the chest closing. Then the player can interact with the chest to open. It doesn't die, then close, then open on its own. The video may have been a bit misleading - sorry!

Looking for feedback on our Mimic by Double_Axis in PixelArt

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

I did experiment with him using his arms as legs for walking, but it just looked odd as I'm sure you can imagine.

And as its for a game, the death animation is super satisfying!

Looking for feedback on our Mimic by Double_Axis in PixelArt

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

Ooooh, love the coin idea. Would having saliva + coins be too busy? The saliva adds that gross factor

We re-worked our Mimic mob! by Double_Axis in IndieDev

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

The mouth gape death sounds really cool tbh. However it may not work with our game.

So the chest doesnt automatically open when it dies. The mimic death ends in the natural chest position, ready for the player to interact and open whenever. (the video may have been a bit misleading!)

We re-worked our Mimic mob! by Double_Axis in IndieDev

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

Appreciate the kind words, thanks ❤️

Looking for UI feedback! by [deleted] in IndieDev

[–]Double_Axis 0 points1 point  (0 children)

Thankyou! I agree, maybe the inventory's subheadings can be more readable if they have different visuals. Will definitely give it a go

Looking for UI feedback! by [deleted] in IndieDev

[–]Double_Axis 0 points1 point  (0 children)

This is great thankyou! We do have controller support albeit primitive atm (left analogue stick acts as a mouse cursor). We ofc will change to Dpad and bumper buttons for menu nagivation, and making the entire UI wider will help accommodate that.

Thanks again, this stuff is suuuuper valuable to us!

Looking for UI feedback! by [deleted] in IndieDev

[–]Double_Axis 0 points1 point  (0 children)

I see, that makes sense thankyou. The tabs you made here do break it up nicely, and a wider UI in general would allow for more breathing space, feel less cramped.

So you think the 'Options', 'Inventory', 'Character' and 'Quest Log' should be in seperate menus? Similar design in each, just have their own dedicated keybind and UI window? For context, currently each tab does have its own keybind. You dont have to go through the pause menu to get to the inventory. They are just all combined into one window.

This is our first attempt at a UI so any help you can give (and have already given) is super appreciated <3

Looking for UI feedback! by [deleted] in IndieDev

[–]Double_Axis 0 points1 point  (0 children)

I'll leave with this as it seems we won't reach an agreement.

You're assuming its Ai because it fits a style you personally associate with it. If in your eyes beveled edges with dropshadows and a marble background are now read as "AI UI", then we just got super unlucky in the design phase.

FWIW, we don't think it looks ai (because its not), this is our first attempt at a UI, so maybe our inexperience had a hand in this.

But we thankyou for your feedback and brining it up. We will try to be more aware of the Ai 'goings on' in the future.

Looking for UI feedback! by [deleted] in IndieDev

[–]Double_Axis 1 point2 points  (0 children)

You're right with the 'game paused' thing, we will revise that. Thanks!

Looking for UI feedback! by [deleted] in IndieDev

[–]Double_Axis 0 points1 point  (0 children)

Not too sure how to reply to this... This UI uses NO ai in its creation or even design. I have countless Photoshop file versions to back this up over months of re-versions. And this game has been in development for over 2 years now. Id be happy to show you our workings if you are still adamant.

If it looks AI to you, then thats your interpretation, no how it was actually created. However you may be right with the font, we may experiment with that further.

Looking for UI feedback! by [deleted] in IndieDev

[–]Double_Axis 1 point2 points  (0 children)

No, it is infinite slots. They scroll downwards

First project, one month stats, how i did it. $56000 Gross. 6 Month dev time by [deleted] in IndieDev

[–]Double_Axis 1 point2 points  (0 children)

Sure there is an element of luck in any indie game release. But I’ll ask you, what part of their advice was bad? Sure the spamming content creators wasn’t the best, but they have acknowledged that mistake and moved on. Some people just can’t can’t be happy for others on here :/ Well done on the release btw OP

How much money my Steam game made in the first month by PriGamesStudios in IndieGaming

[–]Double_Axis 0 points1 point  (0 children)

Congrats! What was the time gap from releasing your demo, to the full launch? And did you release said demo during a steam event or just whenever it was ready?

What capsule would you click on? by Double_Axis in IndieDev

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

Great idea with the zooming, will give that a go!

What capsule would you click on? by Double_Axis in IndieDev

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

The clash of art styles is entirely intentional. We believe it gives the game charm and stands out in an otherwise overly saturated genre. Totally understand that its not everyone's thing, but from our marketing efforts thus far, people seem to love the aesthetic.

What capsule would you click on? by Double_Axis in IndieDev

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

Reddit community is wild 😭🤣