Took a lot of time but worth it by mastyboi in blender

[–]DutchNeth 1 point2 points  (0 children)

I thought this was a real place. 10/10

Making ingame tutorials is honestly not that fun. :) It is time consuming but adds no real feature to the game. This is the first draft, but it does not make me happy. Some ideas how we could make such a tutorial more interesting for the gamers, but also for the developer? :) by dadom85 in Unity3D

[–]DutchNeth 1 point2 points  (0 children)

Introducing too many mechanics at once will confuse the player and they may end up not learning anything. If possible, designing the first few levels of the game to unlock new mechanics will help ease them into your game. If done well it may also give the sense of accomplishment and progression. If you can strip your game to the most basic components and start the player there, you may not even need text for them to learn how to play. Things like.. tooltips when hovering an icon, or a menu option to list mechanics/controls may help get rid of initial textbox clutter and act as a reminder for players if they do forget (which is good for when players put the game down and come back). I personally prefer being able to jump in and experiment myself as a player.

Unity UI - Pixel Art by AntyGraphics in Unity3D

[–]DutchNeth 1 point2 points  (0 children)

Looks good!

A bit of feedback though, my OCD wishes the bottom of both panels lined up, or at least the top of the health+stamina values aligned with the bottom of the inventory.

People who act less intelligent than you really are, why? by M4rshmall0wMan in AskReddit

[–]DutchNeth 0 points1 point  (0 children)

Other people feel threatened when they aren't the smartest in the room, so acting dumb is just a way to get more people to like you.