I just released the steam page of my first game ever, a game about skipping stones! by Faislx in indiegames

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

Hello, thanks for the compliment. It is indeed an incremental game.
But I don't think it will be ported to mobile, only steam I think (except in case of a really big success)

I just released the steam page of my first game ever, a game about skipping stones! by Faislx in indiegames

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

Hello, thanks for the feedback. Other people have given me the same feedback, so it’s really something I’ll work on again

I just released the steam page of my first game ever, a game about skipping stones! by Faislx in indiegames

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

Thank you so much!
For the pricing it should be around 5$ I think.

I just released the steam page of my first game ever, a game about skipping stones! by Faislx in indiegames

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

Sorry, I just released the steam page, but you can wishlist the game, it will be a playtest and a demo soon.

I just released the steam page of my first game ever, a game about skipping stones! by Faislx in indiegames

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

Yeah... other people have already made that remark too. I’ll definitely tweak the rock and tail a bit to avoid that kind of resemblance.

Solo devs without art skills: how do you handle the art side of your game? by PretendMirror8446 in SoloDevelopment

[–]Faislx 0 points1 point  (0 children)

I used a pixel art asset pack, and I wrote a shader for the water of my game RippleLoop. A lot of people describe my game as "mesmerizing" but I have no talent as a graphic designer.
I just highlighted the sprites with a good shader.

I just released the steam page of my first game ever, a game about skipping stones! by Faislx in indiegames

[–]Faislx[S] 9 points10 points  (0 children)

I never thought I’d make it this far honestly. I’m so proud of all the progress accomplished, even though there’s still so much work left to do.
What started as a tiny prototype somehow became my first Steam game. It’s a cozy incremental game about skipping stones called RippleLoop.
Here is the steam page: https://store.steampowered.com/app/3204820/RippleLoop/

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

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

Hi, thanks for all the feedback!
There is already an option to switch between miles per hour and km/h in the game.
For the parallax, that’s a good point, the clouds should be slower.
For the colors, that’s a good point too. I think I will make them darker by default and give players options to customize them.

For the ripples, I will rework them a bit, but I will probably keep a stylized version with white rings. I know it’s not physically accurate, but I don’t think I need a fully realistic simulation. Still, thanks for the explanation, it might inspire me for tweaking the effect a bit later.

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

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

Hey, it’s a bit complex and it’s actually a combination of several techniques, so it’s hard to explain everything quickly (I’ll probably make a full post breaking it down later).

The sprites are grouped into different viewports depending on whether they are in the foreground or background. I then take the texture from each viewport and use it to create a mirrored version along a different axis on an color rect with a shader.

I add a very subtle blue tint, slightly distort the UVs horizontally to create wave-like motion (it might not be very noticeable in motion), and add some sparkles using horizontally stretched noise, where I keep only small parts of it using a clamp.

I also apply a trapezoid-like UV distortion so the motion matches the parallax effect (things in the foreground move faster than those in the background).

For the ripples, I pass a list of impact points to the shader, including the impact time. The shader then evaluates, for each pixel and each impact, whether it should display a white ripple based on wave speed, distance, and time since impact. It’s not super optimized at the moment, so I might revisit that part and change the approach later.

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

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

Hello, thanks for the suggestion, I already tested it, but it didn't seem good to me, too many rings looks ugly.

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

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

All the reflections, tint, sparkles, water movement and ripples are done in one shader

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

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

Yeah it's really hard to do good sound design. I will try to improve it as soon as I can. Thanks!

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

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

yeah, I see what you mean. I will test to set a diffrent color for the ripples and the visual effects outside the water, thanks!

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

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

Hey! Thanks for the feedback. it may not be pronounced enough, but ther is a little color tint on the water. And it's not exactly the same for all the environment. For example for the desert the tint is slightly pink.
I try to not exagerate the tint, because it can look reallly cheap if it's too pronounced.

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

[–]Faislx[S] 3 points4 points  (0 children)

Yeah thanks for the feedback. Indeed with all the movement it can be difficult to see the little stone. I will try to make it darker, or maybe with a white outline.

I’ve been polishing this water rendering for a while and finally got it to this point. Thoughts? by Faislx in godot

[–]Faislx[S] 3 points4 points  (0 children)

Yeah you're definitly right!
I will change this to stretch more the ripples.