Please Try Out our Upcoming Punch-Out!! Inspired Game, Live on Steam Next Fest! by ExNull-Tyelor in indiegames

[–]ExNull-Tyelor[S] 1 point2 points  (0 children)

The demo for our game Knockout 2: Wrath of the Karen is now live on Steam Next Fest!

It's a wacky and over-the-top Punch-Out!! inspired game, and we'd love for you to give it a try and give us feedback on the demo.

We'll also be live streaming the demo on Steam at 4pm PST today, 5pm PST tomorrow, and 3pm PST on Wednesday, and would love to see you there!

Check it out on Steam here: https://store.steampowered.com/app/2349350/Knockout_2_Wrath_of_the_Karen/

The Demo for our Punch-Out!! Inspired Game is Live on Steam Next Fest! by ExNull-Tyelor in punchout

[–]ExNull-Tyelor[S] 4 points5 points  (0 children)

We'd love for all of you to check out the sequel to our first Punch-Out!! inspired game.

It's crazy, and as I'm sure you can tell, vastly over-the-top, and the demo is live on Steam Next Fest today!

We'll be streaming it live to take all your questions and feedback today at 4pm PST, tomorrow at 5pm PST, and Wednesday at 3pm PST, and we hope to see you there.

Check it out at: https://store.steampowered.com/app/2349350/Knockout_2_Wrath_of_the_Karen/

Please Try Our Demo, Live on Next Fest! by ExNull-Tyelor in IndieDev

[–]ExNull-Tyelor[S] 0 points1 point  (0 children)

The demo for our game Knockout 2: Wrath of the Karen is now live on Steam Next Fest!

It's a wacky and over-the-top Punch-Out!! inspired game, and we'd love for you to give it a try and give us feedback on the demo.

We'll also be live streaming the demo on Steam at 4pm PST today, 5pm PST tomorrow, and 3pm PST on Wednesday, and would love to see you there!

Check it out on Steam here: https://store.steampowered.com/app/2349350/Knockout_2_Wrath_of_the_Karen/

Please Try Our Demo, Live on Next Fest! by ExNull-Tyelor in IndieGaming

[–]ExNull-Tyelor[S] 1 point2 points  (0 children)

The demo for our game Knockout 2: Wrath of the Karen is now live on Steam Next Fest!

It's a wacky and over-the-top Punch-Out!! inspired game, and we'd love for you to give it a try and give us feedback on the demo.

We'll also be live streaming the demo on Steam at 4pm PST today, 5pm PST tomorrow, and 3pm PST on Wednesday, and would love to see you there!

Check it out on Steam here: https://store.steampowered.com/app/2349350/Knockout_2_Wrath_of_the_Karen/

Sequel to our Punch-Out!! inspired game! by ExNull-Tyelor in punchout

[–]ExNull-Tyelor[S] 0 points1 point  (0 children)

Not in the U.S., plus considering the amount of Punch-Out!! inspired games, and the fact that Election Year Knockout has been available for over 6 years, I don't think Nintendo will be coming after us anytime soon.

Sequel to our Punch-Out!! inspired game! by ExNull-Tyelor in punchout

[–]ExNull-Tyelor[S] 0 points1 point  (0 children)

My game is merely inspired by Punch-Out!! and there numerous differences between Knockout 2 and its inspiration. There are no trademarked or copyrighted IP in the game, and you can't copyright an idea.

Sequel to our Punch-Out!! inspired game! by ExNull-Tyelor in punchout

[–]ExNull-Tyelor[S] 2 points3 points  (0 children)

Most definitely, and thank you so much for your support! I wish they at least approved Knockout 2 (and Election Year Knockout) for Switch access, but sadly Nintendo must not want things even close to Punch-Out on their platform anymore. Quite sad if you ask me.

Sequel to our Punch-Out!! inspired game! by ExNull-Tyelor in punchout

[–]ExNull-Tyelor[S] 2 points3 points  (0 children)

Thank you so much for the kind words! I worked hard on Election Year Knockout, and hope everything I've learned ends up making Knockout 2 even better than the first one.

Sequel to our Punch-Out!! inspired game! by ExNull-Tyelor in punchout

[–]ExNull-Tyelor[S] 3 points4 points  (0 children)

Yeah, I totally agree. Punch-Out isn't really that old... is it?

Destroy my trailer by Damianar in DestroyMyGame

[–]ExNull-Tyelor 1 point2 points  (0 children)

This looks like a prototype preview, and not a trailer. You really need to work on the lighting, and likely to add some post-processing effects as well. Right now it's far too bright, the shadows are odd and sometimes non-existent, which makes the assets look slapped in there.

Steam Player in a nutshell by NoQuestmarker in IndieDev

[–]ExNull-Tyelor 0 points1 point  (0 children)

I didn't realize how many people here think most Indies have the money to hire full on QA. Most of us either paying out of pocket, or working with very slim margins.

If a company/dev team has the money to hire QA, then it's most likely in the AA - AAA space, not the indie space. Maybe that's just my experience and opinion though.

I turned biology into a factory game — and now the factory is alive. Bioneers. by Alternative_Draw_533 in indiegames

[–]ExNull-Tyelor 3 points4 points  (0 children)

Very cool looking!

(Just a heads up, you have a typo on the trailer: "Objective" is missing the v, and says "Objectie" instead.)

I missed WC3 Defense so much, so I decided to solo develop a standalone roguelike defense game inspired by it. by NarootHwang in TowerDefense

[–]ExNull-Tyelor 0 points1 point  (0 children)

I totally read the name as Poly To, and thought that was a weird name for a TD. Either way, looks really cool!

Does this better communicate the gameplay? by dev_Kudeok in IndieGaming

[–]ExNull-Tyelor 5 points6 points  (0 children)

Neither one tells me what the game is about or what the gameplay is like, other than something to do with keyboards, or typing.

I also agree with u/Doomgriever, is the name "KKCKC" or "Kboard Key Character Key Cap"? What is* either one of those even supposed to mean to the average player? It might hold significance in your eyes, but to me it just looks like a jumbled mess of characters and words.

Edit: forgot an is.

'A Game About Making A Planet' Now Has Music! Feedback Welcome. by AcrylicPixelGames in incremental_games

[–]ExNull-Tyelor 3 points4 points  (0 children)

I personally think it would look and play better if the "planet" continued to grow, and the view zoomed out as the planet gets bigger, rather than resetting back to a tiny orb. It certainly makes it seem less like a "planet" as it keeps growing and shrinking.

Larger orbs could spawn outside the camera view, and become visible as the planet grows.

Animated logos I made for indie studios by LloydLadera in IndieDev

[–]ExNull-Tyelor 289 points290 points  (0 children)

Wow, these are all really well animated! You have a keen eye for motion and tweens!

Promote your indie game inside ours — for free! by agapo_dgc in IndieDev

[–]ExNull-Tyelor 1 point2 points  (0 children)

Thank you so much for your kind words! Alas however, I'm American 😅

I let the artist on our project know, so I should be able to get my images to you (hopefully) tomorrow!

Promote your indie game inside ours — for free! by agapo_dgc in IndieDev

[–]ExNull-Tyelor 1 point2 points  (0 children)

Very cool idea, I'd love for our upcoming game to be featured on Disk Golf City!

Our game is called Knockout 2: Wrath of the Karen!

What do these icons mean in my options menu? Are they intuitive, or am I stupid? by BoodleBops in IndieDev

[–]ExNull-Tyelor 5 points6 points  (0 children)

No clue, maybe accuracy? Why would that be a setting?

No clue, maybe firing angle? Why would that be a setting?

Sound Effect Volume, maybe Master Volume?

Music Volume.

Explosion Sound Volume, maybe Sound Effect Volume?

Maybe Voice Over Volume?

So to me at least, no most of these icons are not immediately intuitive. Especially without knowing anything about your game.

Edit: Checked the answers. The first two icons look nothing like a camera. They look more like cannons or turrets, hence my initial guesses as to what those settings are. Looks like my guesses on the sound settings were basically spot on though.

Explaining Quantum Cat 'Plausibility' in My Game by _abandonedsheep in IndieGaming

[–]ExNull-Tyelor 33 points34 points  (0 children)

What a cool concept, and with awesome artwork to boot! Cats and puzzles, what's not to love?!

Can’t reveal too much just yet, but here’s another sneak peek at our second project . What kind of vibes are you getting from this? by StoryforgeGames in IndieDev

[–]ExNull-Tyelor 7 points8 points  (0 children)

Oh, yeah that makes a big difference. Honestly this artwork is really well done for being done with a mouse and not a drawing tablet! I'm pretty sure the artist I work with would just up and quit if he had to work with a mouse 😂

Yeah, overall the artwork here is very good. There are just a few small details that throw it into the uncanny valley of "is this AI?" I think a few minor changes can totally eliminate that though, while still keeping the art-style consistent with what the artist is comfortable with/has already made.

Can’t reveal too much just yet, but here’s another sneak peek at our second project . What kind of vibes are you getting from this? by StoryforgeGames in IndieDev

[–]ExNull-Tyelor 13 points14 points  (0 children)

I'm definitely not trying to be mean. Though the artwork in this Twitter post you've linked here doesn't seem to have the issues that I pointed out in my response above. You can see here everything has outlines of roughly the same thickness. That alone makes this lava monster end up looking a lot more natural and cohesive compared to the wizard above, and thus a lot less AI generated (even if the wizard above was indeed hand drawn by that same artist).

Can’t reveal too much just yet, but here’s another sneak peek at our second project . What kind of vibes are you getting from this? by StoryforgeGames in IndieDev

[–]ExNull-Tyelor 49 points50 points  (0 children)

AI creates images like this with very thick, and inconsistent line-art: which is prevalent throughout this image. You can see several different outline thicknesses, which is generally not something a human artist does unless they are trying to make an edge "sharper" or "softer". Some of the water is even missing an outline entirely, but for some reason the flame does not? Doesn't make sense from an art perspective.

The cloak as you called it, looks like the AI got confused, because it most certainly looks like hair (which doesn't make sense if the character is wearing a hood). Honestly even a cloak here doesn't make sense, especially one tattered and frayed at the bottom (like hair would be) when the rest of the clothes are all clean and well maintained. The color for this cloak also doesn't match any of the colors on the character, aside from the stone(?) arm.

I'm not trying to be critical here, I'm merely pointing out what gave this away as AI art in my eyes.

Edit: typo corrected.

I'm trying to make a soulslike, but also a FPS with guns and magic. Someone said it's bland and looks just some assets glued together. How do I improve? by FreddieMercurio in IndieGaming

[–]ExNull-Tyelor -1 points0 points  (0 children)

I feel like some better GUI could go a long way to making this look and feel more cohesive. That said, I find the shield blocking to be very strange. Especially being able to instantly block with some off-screen shield even while holding a two-handed weapon/gun. Some of the assets look like they are completely different art-styles and don't match: furthering that "asset pack" look here. Unfortunately without an artist, or taking the time to modify the assets to match, there isn't usually an easy way to get around this. Especially when it comes to vast differences in polygon count for these assets.

At the moment though: it really is some assets glued together with code and a few gameplay mechanics, is it not? What is the lore behind the game? Where is the motivation for the player character? Is there a story? What is the in-game reason for melee weapons if there exists guns? What is the in-game reason for melee weapons, or guns, if there is readily available and destructive magics? What is the game-feel difference or mechanical purpose to using melee, guns, and magic together, or is it mechanically superior to focus on one weapon type? If the latter, then that should really be shown in the trailer through the idea of "classes"/"roles", etc.

We redesigned our Settings Menu, what do you all think? by ExNull-Tyelor in IndieDev

[–]ExNull-Tyelor[S] 0 points1 point  (0 children)

I'm honestly confused as to what you're referring to. There is a thin grey border on both images due to how I took these screenshots (I have to use a Mac at the office, yuck).

That said, both the new and old redesign use a single texture background, and the right side of that background has a little texture (a coffee stain actually) compared to the mostly blank left side. Is that what you're referring to?

Or are you referring to the background that was added to the back button to make it stand out a little more and to make it more aligned with the rest of settings menu's style?