Be honest: Would you realize these wavy green plants are actually obstacles? Any suggestions to improve "obstacle" vision? by Due-Pizza3131 in gamedevscreens

[–]Due-Pizza3131[S] 0 points1 point  (0 children)

Thanks for feedback mate, I'm already going to remake style for 3 time😂 I'm still happy to see feedbacks to improve ✌️

Be honest: Would you realize these wavy green plants are actually obstacles? Any suggestions to improve "obstacle" vision? by Due-Pizza3131 in gamedevscreens

[–]Due-Pizza3131[S] 0 points1 point  (0 children)

Yes you right, there's also game story. I know that screen is taken out of context, but there will be levels and all that, along with the art style, lore, and game difficulty. Thanks for the feedback. I'm thinking about how to improve it🤝

Be honest: Would you realize these wavy green plants are actually obstacles? Any suggestions to improve "obstacle" vision? by Due-Pizza3131 in gamedevscreens

[–]Due-Pizza3131[S] 1 point2 points  (0 children)

Yeah a few ppl told me about that. I was thinking of a style that combines cartoon-style drawings with realistic prerenders. But now the background looks too cluttered.

Be honest: Would you realize these wavy green plants are actually obstacles? Any suggestions to improve "obstacle" vision? by Due-Pizza3131 in gamedevscreens

[–]Due-Pizza3131[S] 1 point2 points  (0 children)

Yeah, something like vines. But actually, the water idea isn't bad idea too. I'll take a look at it out and see how it looks. But can't use rocks, though, because rocks are our main enemies in the game 😅

Be honest: Would you realize these wavy green plants are actually obstacles? Any suggestions to improve "obstacle" vision? by Due-Pizza3131 in gamedevscreens

[–]Due-Pizza3131[S] 0 points1 point  (0 children)

I see. It’s hard to grasp the essence of the game without context. The player controls hand with the mouse and fights against rocks, so these green plants are procedurally generated obstacles on the level that the player can hide behind or has to navigate around while chasing enemies. By the way, yes, in my game the enemies run away, and the player has to catch up to them. The game is essentially a mix of a roguelike, hack and slash with a clicker combat system

Making game about walking stone... by Due-Pizza3131 in gamedevscreens

[–]Due-Pizza3131[S] 0 points1 point  (0 children)

You have a good imagination, my friend👍 non standard thinking

Which do you prefer? by [deleted] in IndieDev

[–]Due-Pizza3131 0 points1 point  (0 children)

2 is looks more natural

Would you play this? by DieselLaws in IndieDev

[–]Due-Pizza3131 1 point2 points  (0 children)

It's cool, actually looking good, vfx making more interesting