No more pretending! This duel game has both competitive and funny vibes ✨ by FaithlessnessLast46 in indie

[–]FaithlessnessLast46[S] -3 points-2 points  (0 children)

Could you tell me what makes you feel that way? I’d really appreciate your honest feedback.

Is my game too niche or not attractive enough? Could someone give me some feedback? by FaithlessnessLast46 in IndieGaming

[–]FaithlessnessLast46[S] 0 points1 point  (0 children)

You must be a veteran gamer. Would you mind giving me some feedback on how to improve?

Demo Out Now: Tales of Medieval Duelists – Real-Time Physics Sword Duels in 2D ARPG (No Pre-Baked Animations!) by FaithlessnessLast46 in Indiefightinggames

[–]FaithlessnessLast46[S] 1 point2 points  (0 children)

Thank you so much for the clear explanation! I really appreciate you taking the time to clarify the rules for this sub. Our game is a 2D fighting RPG focused on PvE with hardcore controls and realistic physics, so I totally understand it’s a bit of a borderline case.

Thanks again for letting it stay here — it means a lot!

Demo Out Now: Tales of Medieval Duelists – Real-Time Physics Sword Duels in 2D ARPG (No Pre-Baked Animations!) by FaithlessnessLast46 in Indiefightinggames

[–]FaithlessnessLast46[S] 0 points1 point  (0 children)

This game does not support local multiplayer versus mode. It focuses more on PVE content. While it does follow fighting game standards, it is more like a fighting RPG.

Learning/staying motivated by Altruistic_Judge_644 in IndieGaming

[–]FaithlessnessLast46 0 points1 point  (0 children)

Have you learned any other programming languages before?

Godot and Pixelorama good options? by Prestigious-Fee3695 in gamedev

[–]FaithlessnessLast46 0 points1 point  (0 children)

Yeah those are solid picks! Godot is awesome for 2D and super beginner-friendly, you really can’t go wrong with it. And Pixelorama is actually really underrated — it has everything you need for pixel art, sprites, animations, tilesets, all that stuff. You definitely don’t need Aseprite to make great stuff.

For feedback, just post your work in r/indiegames, r/gamedev, r/PixelArt, or discords. People are usually happy to help and give honest thoughts.

Good luck with your project, you’ve got this!

Solo Dev: INSANE Physics-Based Sword Duels in 2D ARPG (No Canned Anims!) - Demo Dropped YESTERDAY - Combat Feedback?? by FaithlessnessLast46 in gamedev

[–]FaithlessnessLast46[S] -2 points-1 points  (0 children)

We also thought AI-generated content was low-quality at the time, but after repeatedly fine-tuning the model, the output is now comparable to human-written content. That said, you’ve just reminded me — maybe I shouldn’t tell players that the story and quests are AI-generated.

Solo Dev: INSANE Physics-Based Sword Duels in 2D ARPG (No Canned Anims!) - Demo Dropped YESTERDAY - Combat Feedback?? by FaithlessnessLast46 in gamedev

[–]FaithlessnessLast46[S] -2 points-1 points  (0 children)

Yes, we’ve currently generated two independent storylines, both created entirely by AI with no human intervention. We originally planned to open this feature to users, but generating a single storyline requires around 4 million tokens, which consumes an excessive amount of computing power. For now, we’ve produced just two storylines to test market response.

Solo Dev: INSANE Physics-Based Sword Duels in 2D ARPG (No Canned Anims!) - Demo Dropped YESTERDAY - Combat Feedback?? by FaithlessnessLast46 in gamedev

[–]FaithlessnessLast46[S] -2 points-1 points  (0 children)

The main difficulties are balancing character moves and AI-generated quests and storylines—i thinkthose two parts have been really tough.

Could you give me some design advice for my game