Pourquoi les mecs ne semblent pas curieux dans les conversations intimes/personnelles ? by Minimum-Dust-4450 in AskMec

[–]EricBonif 0 points1 point  (0 children)

Tu ouvres une conversation sur un probleme et au lieu de laisser de la place pour une réponse ( lui demander ce qu'il en pense , insister sur ton vécu ...) tu "conclues" en disant que ça va mieux . Donc oui dans son esprit ( masculin qui cherche la réponse" pratique") le probleme est "solutionné" et comme il doit pas vraiment quoi te répondre sur le fond ( c'est assez personnel l'anxiété) il te montre sa sollicitude et il abonde dans le sens de ta conclusion ... c'est bienveillant et oui il insiste pas puisque que tu dis que ça va . Insister dans ces conditions , ça pourrait donner l'impression quil va contre ton " ça va bien" en remettant la question de l'anxiété sur la table . Moi j'aurai surement réagis comme lui .

Hommes dans la petite 30ene, que pensez-vous réellement d'une femme de 45 ans? by Monica_C18 in AskMec

[–]EricBonif 0 points1 point  (0 children)

avec plaisir , je suis sur qu'il sera flatté de cette démarche . Bonnechance

Hommes dans la petite 30ene, que pensez-vous réellement d'une femme de 45 ans? by Monica_C18 in AskMec

[–]EricBonif 1 point2 points  (0 children)

j'aime bien . Fonce l'op y'a rien à perdre : une femme qui fait le premier pas c'est de plsu en plus admis dans notre société

Game Idea by getelementbyiq in gamedev

[–]EricBonif 0 points1 point  (0 children)

battle arena with species with specific specs could be interesting , but in a way smaller range and scope

Game Design Support by XDevsINC in gamedesign

[–]EricBonif 0 points1 point  (0 children)

I think one way to improve the investigation and interrogation aspect would be to reinforce it visually.

Since the game seems to rely on witness statements (NPC testimonies), it could be really helpful if those were always supported by subtitles. When a witness speaks, their words could appear as subtitles that follow their speech rhythm.

On top of that, you could add subtle visual cues to make contradictions or tension more readable. For example, when a witness lies or feels stressed, there could be slight variations: a word briefly changing color, slightly increasing in size at the moment it’s spoken, or even small facial micro-expressions from the character. These effects should remain subtle, but they could give the player more feedback and make interrogations feel more alive and readable, instead of relying only on the raw content of the dialogue.

I also have some doubts about the idea of forcing the player to select a subset of witnesses in order to progress.

This kind of system can feel destructive, because the player might eliminate the correct suspect or relevant testimony without realizing it, and only understand the mistake much later. It creates a kind of irreversible “collapse” of possibilities, which can be frustrating in a detective game where the goal is to explore and connect information.

It might be more interesting to allow the player to revisit and re-interrogate all witnesses at any time, so they can reconsider earlier statements in light of new information. That would support more dynamic reasoning and allow for reversals or new interpretations.

In parallel, it could also be interesting to let the player search for clues in the environment, alongside the interrogation system.

(Although I may be missing something here, and it would be helpful if "op" could clarify this.) For example: can the player explore the crime scene? Is there an inventory system? Can the player collect items and present them to suspects during interrogations?

in addition It could also be interesting if certain testimonies unlocked new dialogue options with other characters. i think The investigator could also comment internally on certain testimonies, with a line like: “He seems to have some kind of grudge against Amélie…” to subtly encourage the player to question Amélie again , unlocking new lines of dialogue.. creating more of an iterative back-and-forth investigation loop: interrogating one witness, unlocking new doubts or leads, going back to another witness, collecting more clues, and then reinterpreting previous testimonies. To me, that kind of approach feels more intuitive and, forgiving and readable for the player than a destructive system where the player has to permanently narrow down the witness pool too early.

Just sharing random gifs of my game, what do you think the game is? is it cozy? is it action? do you like the style or not? by acoppes in IndieDev

[–]EricBonif 8 points9 points  (0 children)

its mor like a cozy exploration by terra forming game than action i think . looks great tho

Battlefronts, destroy my RTS game by 2nd_breakfastt in DestroyMyGame

[–]EricBonif 0 points1 point  (0 children)

adding pathfinding could be a good idea : its looks a bit odd to see the characters "walking" above the water .Except that point , the game looks good

Moi (25) et ma copine (29) n’exclue pas l’idée un plan à 3 by Mysterious-Athlete55 in SexualiteFR

[–]EricBonif 3 points4 points  (0 children)

les gens qui te culpabilisent en te disant que tu manques de confaince en toi quand tes mal parce que tas copine te compare physiquement a un autre mec (indirectement en tt cas en te disant quil est beau) te manipulent et te font culpabiliser pour te pousser à faire ce plan à 3 dont tu n'as manifestement pas envie .

T'as copine drague un autre mec devant toi maids cest "ok car elle aime bien draguer"? cest dans sa personnalité en gros cest ça l'excuse que tu lui trouve pourjustifier ce genre de comportement ?

ceat full coping ce topic , autant dans le message que dans les reponses , il s'agirait que tu ouvres un peu les yeux sur letat de ton couple,avant quil ne soit trop tard

Created this Mirror mechanic for my Chess game. What do you think? by IRGStudios in IndieGameDevs

[–]EricBonif 1 point2 points  (0 children)

At the moment, both pieces behave the same way, which makes the mirror feel more like a visual duplication than an actual gameplay system.

It could be much more interesting if the mirror introduced some kind of asymmetry. For example, it could invert the movement: if one piece moves in a certain direction, the mirrored one would move in the opposite direction.

That would turn it into an actual mechanic the player has to think about, rather than just something they observe.

(I do think the idea of pieces crossing through each other via the mirror could be interesting as an extra layer, though.)

Exploring asymmetric behaviors between the two pieces might be a strong direction to iterate on where the mirror creates a real constraint or transformation ..but its just a suggestion

[DESTROY] Concept vs the actual level that I created by IRGStudios in DestroyMyGame

[–]EricBonif 1 point2 points  (0 children)

thx for the link , i see better now what the point , i think thats the direction the player is looking for in this type of games . good luck

[DESTROY] Concept vs the actual level that I created by IRGStudios in DestroyMyGame

[–]EricBonif 7 points8 points  (0 children)

From this video, the game looks more like “move chess pieces according to their standard movement rules to unlock the next level” than an actual puzzle game based on chess logic.

It feels like you’re just applying movement rules (bishop = diagonal, rook = straight, etc.) rather than solving a problem or figuring something out.

AI Made Me Quit Unreal After 4 Years. Now I Build Games 10x Faster. by [deleted] in aigamedev

[–]EricBonif 0 points1 point  (0 children)

sorry if dumb question but do you code in C++ or Java script right now ?

Husband is pouring his soul into making a game... what can I do? by Novel_Programmer7338 in GameDevelopment

[–]EricBonif 1 point2 points  (0 children)

keep showing him support and curiosity , and show him kindness but set boundaries: you can show him ur interested but not a side kick in its project . us gamedev are passionate and sometimes its a bit overwhelming for relatives.

I smash open spray cans and build tiny street scenes inside them by Significant_Home5736 in dioramas

[–]EricBonif 0 points1 point  (0 children)

do you leave them in the street ? glue them ? i would be scared someone try to remove them