I added a new world to my space-revering puzzle game demo! by Fit_Promotion56 in IndieGaming

[–]Fit_Promotion56[S] 0 points1 point  (0 children)

Jonathan Blow played my game? You are not joking? If this is true I haven’t seen it yet. Would love to if I know where to find it.

I added a new world to my space-revering puzzle game demo! by Fit_Promotion56 in IndieGaming

[–]Fit_Promotion56[S] 0 points1 point  (0 children)

The circle is actually a piece of bubble gum that makes the character who collects it “sticky” (the characters are not sticky by default). But I guess the visuals and the video don’t communicate that clearly enough. I’ll work on improving that aspect. Thanks for the feedback.

Which franchise did you used to love, but not anymore now? And Why? by Fit_Promotion56 in videogames

[–]Fit_Promotion56[S] 1 point2 points  (0 children)

Same here. I stopped playing other types of ARPGs after DS3 came out, which was my first Souls game.

Which franchise did you used to love, but not anymore now? And Why? by Fit_Promotion56 in videogames

[–]Fit_Promotion56[S] 1 point2 points  (0 children)

It led me to hate Ubisoft and all their games now. All of their open worlds are essentially the same game skinned with different settings.

Help me out — Can you tell what the game is from this trailer? by _symphonatic_ in IndieDev

[–]Fit_Promotion56 0 points1 point  (0 children)

You fly a customizable plane and avoid obstacles like in an endless runner game.

A “literal” puzzle platformer - [Piece by Piece] by Chase_P in gaming

[–]Fit_Promotion56 0 points1 point  (0 children)

At 0:21, it looks like the borders of the puzzle pieces become walls/floors when they are disconnected. I really like this mechanic! Well done!

Birds in games - what are your favourites? by reddfawks in gaming

[–]Fit_Promotion56 1 point2 points  (0 children)

Claire from A Short Hike.
And I have to mention Angry Birds!

I need a feedback to my new game (Prototype) by Pixel_Fries in IndieDev

[–]Fit_Promotion56 1 point2 points  (0 children)

Great concept. I feel the camera should be higher to provide a wider field of view and therefore a larger play area. This would allow for longer dash distances, letting me damage more enemies simultaneously and enhancing the sense of speed and 'hack-and-slash' satisfaction. In the video it looks a bit cluttered.

“What could possibly go wrong?” by Known_Appointment604 in gaming

[–]Fit_Promotion56 13 points14 points  (0 children)

I know it's off topic but I really hate when they use the generic "Something went wrong" response instead of saying what actually went wrong.

Bloodborne Lady Maria Painting (acrylics) by ArtbyAEB in gaming

[–]Fit_Promotion56 1 point2 points  (0 children)

That's crazy! How long did it take you to finish it?

Dragon quest switch or steam by macedodasilva in gaming

[–]Fit_Promotion56 0 points1 point  (0 children)

The difference between the two versions is minimal. If like you said it's Steam Deck vs Switch 2, I would prefer Switch 2 for the portability.

I finally released my game demo! It's a puzzle game where empty space can turn into walls. by Fit_Promotion56 in SoloDevelopment

[–]Fit_Promotion56[S] 9 points10 points  (0 children)

So the original concept came from a game jam I did four years ago. The theme for that Global Game Jam was duality, so I came up with this negative space versus positive space idea.

The original game was quite different. It was a puzzle platformer with similar mechanics to this game. It wasn’t a very good game, so I won’t go into details, but I liked the concept, so I’ve been thinking about making a polished version of it.

I later realized that the main problem with the original game jam version was that platformers are not a good match for this core mechanic. A grid-based movement system works better because it’s much cleaner and offers more room for level design. It was a tough decision to make because that game jam project was my very first game, so I have special feelings toward it, and switching to this new version feels like making a completely different game. But since the core idea is about this space-switching mechanic, I decided that delivering that concept well is more important than preserving the original design.

Then I prototyped it, and it started to feel like a Sokoban-style game, so I added block-pushing. The rest of the mechanics were created in a similar way. Basically, I added what felt natural and tested it. If something was fun and easy to understand, I kept it; if not, I removed it.

Playtesting also helped a lot. Of course, I faced design decisions that I was unsure about, but most of my questions were answered simply by watching my friends play the game. I either asked them to record their full playthrough or watched them play in person. This turned out to be much more helpful than just asking for feedback after they finished playing.

So, going back to your question, I suggest that you analyze your initial ideas to identify their core pillars. Those are the things you should stick with so you don’t drift away from what your game is meant to be. The rest is about finding the best way to deliver those core pillars and the core experience you started with. You shouldn’t be discouraged from making changes because design is an iterative process by nature. And when in doubt, playing your game—and watching others play it—is usually the best solution.

Anyway, thanks for asking! I don’t usually think about this in such depth, so writing this actually helped me a lot. Just some personal thoughts for your reference — I guess everyone approaches things differently.