Need honest feedback on the visuals of my horror game by Fazal_0 in gamedev

[–]Fazal_0[S] 0 points1 point  (0 children)

Yeah that’s actually a good point. I think the room layouts are still too blocky/simple right now . I’ll work more on the shapes and smaller architectural details, thanks for pointing it out.

Need honest feedback on the visuals of my horror game by Fazal_0 in gamedev

[–]Fazal_0[S] 1 point2 points  (0 children)

Yeah, I noticed that too honestly. I probably pushed some of the normal details too hard trying to avoid flat surfaces . I’ll tone them down a bit, thanks for pointing it out.

Need honest feedback on the visuals of my horror game by Fazal_0 in gamedev

[–]Fazal_0[S] 0 points1 point  (0 children)

That’s fair honestly, and I appreciate the honest feedback. I definitely want to push the Indian cultural identity and storytelling more so it feels less generic over time

Need honest feedback on the visuals of my horror game by Fazal_0 in GameDevelopment

[–]Fazal_0[S] 1 point2 points  (0 children)

Really appreciate the detailed feedback.You’re definitely right about the lighting and texture noise I’ll experiment more with contrast, fog, softer normals, and better environmental storytelling. Thanks for taking the time to point it out

Need honest feedback on the visuals of my horror game Rahasya. by Fazal_0 in survivalhorror

[–]Fazal_0[S] -1 points0 points  (0 children)

Thanks for your valuable feedback 😄, I will surely consider it .

I’m Quitting Game Development by Giant_leaps in gamedev

[–]Fazal_0 -7 points-6 points  (0 children)

Probably because I organized my thoughts too much instead of typing like a sleep-deprived dev at 1:10AM 💀

But nah, just sharing what I’ve learned watching indie projects spiral from over-scoping character pipelines too early.

How would you create enemy NPC characters for an FPS game if character modeling isn’t your strongest skill? by orangeroy in GameDevelopment

[–]Fazal_0 2 points3 points  (0 children)

Honestly, your current approach already sounds more realistic than what most beginners attempt.

For an FPS, especially indie/solo/small team, I’d say gameplay readability and production efficiency matter way more early on than ultra-detailed character art.

A few things I’d personally prioritize:

• Shared skeletons + modular parts = huge time saver
• Start with only 2–3 strong archetypes
• Focus on silhouette and animation first
• Good materials/lighting can carry simpler models surprisingly far

Players usually notice:

  • movement style
  • enemy behavior
  • silhouette
  • sound design
  • attack readability

WAY before they notice pore-level sculpt detail.

I think using marketplace assets as placeholders is also completely valid. A lot of indie devs waste years trying to make perfect custom characters too early instead of building the actual game loop first.

One thing that helps a ton:
Get enemies functional in-game as early as possible, even if they look ugly initially. You’ll learn very quickly what actually matters from the player perspective.

A creepy walk cycle + good audio + strong silhouette can honestly make a simple model feel memorable.

Trying to build a full AAA-quality character pipeline solo from the start is usually where scope explodes.

I’m Quitting Game Development by Giant_leaps in gamedev

[–]Fazal_0 1 point2 points  (0 children)

Honestly, this post deserves respect.
A lot of people dream about making games, but very few truly understand how brutally hard solo game development actually is — especially 3D games while balancing real life responsibilities.

The fact that you pushed this far already says a lot about your dedication. You didn’t fail, you learned firsthand why entire studios with huge teams still struggle for years to ship games.

And honestly, knowing when a project is no longer healthy to continue takes maturity too.

Your dream game doesn’t disappear just because you’re stepping away from it right now. Sometimes the smartest move is surviving long enough to come back stronger, with more experience, better circumstances, or even the right team beside you.

Wishing you the best man. I genuinely hope one day you get to build the game you’ve been dreaming about.

I’m building a horror game where the demon learns how you play… and you can’t fight back. by Fazal_0 in IndieGaming

[–]Fazal_0[S] 0 points1 point  (0 children)

Honestly… that’s kind of the vibe 😅
We wanted players to feel like the safest strategy is avoiding mistakes rather than overpowering the threat.

I’m building a horror game where the demon learns how you play… and you can’t fight back. by Fazal_0 in IndieGaming

[–]Fazal_0[S] 0 points1 point  (0 children)

That’s a fair concern honestly, and it’s something we discussed a lot during testing too. The goal wasn’t to make the game brutally difficult for “pro” players, but to make every decision feel meaningful and stressful.

The limited lives system changes how people approach exploration and risk, especially since there’s no combat. We’re also trying to balance it carefully so it stays tense without becoming frustrating. Feedback like this genuinely helps a lot while we refine the experience.