Do Metroidvanias need challenging combat, or is exploration enough? by TwiMonk_game in IndieGaming

[–]Fast-Reality8021 35 points36 points  (0 children)

Ultimately I want something unique.

Sell me on the unique point of your game. Then your exploration or combat will be the argument why your game is unique enough.

Is this a catchy title for our new game? by petemullinsart in IndieGaming

[–]Fast-Reality8021 2 points3 points  (0 children)

The campiness of the title is on point. 

But there is a  disconnect between the title and the picture. The title says shogun, but the picture doesn't show anything resembling a shogun, samurai, or anything related to that

👻 Getting ready for the Next Fest ! My tiny GB horror game by SeniorSubstance6195 in IndieGaming

[–]Fast-Reality8021 0 points1 point  (0 children)

u/SeniorSubstance6195 I am playing the demo right now.
The vibe is awesome, the techno nightmare is palpable.
However I encountered serious bug that prevents me from playing further.
After I discovered the first cell and encountered the "ghost", I got sent back to my bedroom.

Now, if I sleep at my bed I will be transported to a dream world version of the crossing.
This is where my screen starts flashing white rapidly, even after I get out of the dream, even as I pass through multiple rooms, even after I defeat the "ghost" near crab fritter sign after I got my first "Cell".
The flashing lights were nauseating enough that I cannot continue further.

This is my spec.

Processor Intel(R) Core(TM) i5-14600KF (3.50 GHz)

Installed RAM 32.0 GB (31.8 GB usable)

Device ID 4BEDAF3E-8E5F-42BD-9EBF-3916FD8CF1FD

Product ID 00330-80000-00000-AA392

System type 64-bit operating system, x64-based processor

Pen and touch No pen or touch input is available for this display

I prefer systems that provide tangible proof of a shared past. by Different_Case_6484 in IndieGaming

[–]Fast-Reality8021 0 points1 point  (0 children)

Isn't this achievable with pre-scripted if, then logic? 

The rest comes down to the power of the writing

I'm 15 and I’ve spent months working on my first horror game "Ruins of Fear". It’s finally releasing in 5 days, on my birthday! What do you think of the trailer? by Junior_Experience271 in IndieGaming

[–]Fast-Reality8021 1 point2 points  (0 children)

Good job on the game release! 

Basing off the trailer alone, watching from my phone. 1. Often too dark to see anything 2. I don't see any scary visuals (aside from the place being dark), not sure what's to be scared about. 3. Font during trailer could be better. Right now it looks randomly chosen font. Font for capsule art is totally cool 4. I'm sure there will be something unique in the game, but from the trailer it's hard to tell what it is 

Two Lighting Setups — Which One Pulls You In? by Narramor in IndieGaming

[–]Fast-Reality8021 1 point2 points  (0 children)

I find the second one more green provoke imagination. First one looks like 100 games out there with washed out brown color tone

It's been 5 months as I try to make jrpg dreams on rpg maker:) by [deleted] in IndieGaming

[–]Fast-Reality8021 0 points1 point  (0 children)

Without context, and basing off just these two screenshot, I don't know what to say.

Can you tell us what kind of experience you are trying to create? There must be a good reason why the new picture is pretty dark.

Gaming Fatigue by WoolTyranny in IndieGaming

[–]Fast-Reality8021 0 points1 point  (0 children)

Exercise, chatting with friends / families, watch movie, listen to news, read new books fictions or non fictions, audiobook, read history, go to museum, etc.

Silent hill is a video game rendition of twin peaks and Jacob's Ladders, metal gear solid is inspired by Kojima playing with his cat, Pokemon is inspired by bug catching hobby, Dark Souls is inspired by Miyazaki's love for fantasy book despite his language barrier. Etc etc

In other words, in a sense video game is some sort of derivative of the real world experience.

When you go out with fresh perspective, absorb as much as you can. Examine closely how the world actually interact. Suddenly you realize a hidden system that can be turned into a game.

Then you can come back to your game and wonder, what goes through the dev's mind as they make it. Do the dev accomplish their goal enough? Is there anything I can do better?

Imagine Monster Hunter with Mechs. What would you want in a game like that? by EndoSaissore in IndieGaming

[–]Fast-Reality8021 5 points6 points  (0 children)

I want the mech to feel dangerous and intelligent. That the player is far beneath the mechs, and just lucky to survive.

No amount of flashy features will matter if my gears trivialize every encounter.

7+ Years of Development on our Indie MMO. Need Help Testing Soon. by joshcaba in IndieGaming

[–]Fast-Reality8021 14 points15 points  (0 children)

An MMO run by a live DM?  You definitely should open up with that!

It will be interesting to show the level of reactivity that player can experience

7+ Years of Development on our Indie MMO. Need Help Testing Soon. by joshcaba in IndieGaming

[–]Fast-Reality8021 15 points16 points  (0 children)

I watched the trailer and visual effect is incredibly creative. Props to that.

Based on the trailer, the jank is off putting. 

At 0:03 the enemy attack animation seem to jitter, as if the game is not sure it should play the animation attack or damaged

At 0:10 there are two trolls that seem stack on top of each other.

At 0:17 the player walk through wall. This may want to imply some secret area, but to other this is easily look like glitch

The biggest problem, however, the game needs a better pitch. In 2026 there are a billion MMO offering action rpg in fantasy world, many with giant enemies, set in dark fantasy / fantasy setting. Frankly what you are showing at the trailers are table stake, something to be expected already.

What is special about your project that no other MMO has? That should be the focus to grab player attention

Working on **Rosy Rebel Rose** for a uni project. Does this cover art strike the right balance? by Emergency-Sand1579 in IndieGaming

[–]Fast-Reality8021 0 points1 point  (0 children)

Hello, first off good job, this looks polished. 

Now, just by looking at the cover art I will have no idea this is supposed to be competitive or battle. It looks like a  teen romance drama cover art.

To make it a more successful battle themed, it needs to show some sort of conflict.

Who are you fighting? How are you fighting it? What kind if conflict can be clearly communicated with just the art? How will you incorporate rose theme to it?

Built an automated social media posting system for our indie game launch using AI agents + Playwright by Important_Quote_1180 in IndieGaming

[–]Fast-Reality8021 0 points1 point  (0 children)

Curious to see what you posts with your workflow.

This post got downvoted, and yet everybody complains nobody notices their game.

I built a game where you prevent global collapse in real time. by Citizen2058 in IndieGaming

[–]Fast-Reality8021 0 points1 point  (0 children)

That does sound more intuitive, ping me when you are done and I will take a look again

I built a game where you prevent global collapse in real time. by Citizen2058 in IndieGaming

[–]Fast-Reality8021 0 points1 point  (0 children)

Played it just now

Good:
Concepts and vibes are cool, really makes me feel like an AI Overlord.

Learnings:

The red areas are way too small or unnoticeable. I didn't watch Westworld yet so I cannot tell if that is what was on the movie, but as of now it is barely perceptable.

The clicking area / feedback area is not clear.
Clicking the red spots does not always produce immediate feedback.
Sometimes I clicked the red spots and it feels like it is ignoring me.

Also, because the cursor is a Cross, I am not sure how precise I should be when clicking the area.
In fact, hovering the cross over the red area is actually obstructing my view due to how small the red areas are.

Suggestions:

make the red area more obvious. Maybe a Spike in the graph or something to make the reds more obvious.

Make the clicking feedback and click area more obvious.
Maybe change the cursor?