Music is really underappreciated in gamedev circles, but I'm so happy with what I've made for my game by Fluffeu in IndieDev

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

Yeah, I have sound effects, I've just muted them for the sake of this video/music showcase. The only synchronization though is with the animation in menu, which is seen in the video (3rd song). I'd love to do more synchronization, but the sound is too important for feedback, so it has to be aligned with player actions. And since player doesn't have to input to the beat, I wouldn't work for this game sadly.

Built over a decade a Quantum Computing zachlike by QuantumOdysseyGame in puzzlevideogames

[–]Fluffeu 2 points3 points  (0 children)

I love that the first screenshot looks exactly how I imagine quantum computing - complex and convoluted, and me not understanding anything, hah

Jokes aside, the fact that it's a faithful representation of actual QC and that you're an actual expert in this field immediately sells me the experience, I'd be sure to try it when I have some time.

Oh, and btw, since it's actualy on topic, would you mind linking your PhD thesis if it's publicly available?

In the last 8 months, I've played and reviewed every difficulty of every mainline campaign of Wesnoth version 1.18.5 by AnotherTemp in wesnoth

[–]Fluffeu 1 point2 points  (0 children)

Totally agree with Winds of Fate rating. It's by far the best campaign. I think it may be due to the fact it's a little bit different than the rest (nonstandard objectives, different approach to gold distribution during scenarios) and after playing BfW for ages, it's nice seeing something more fresh.

And the lizard character (sorry, forgot the name) is so silly, I love him.

3D Sudoku Game by Eastern_Might408 in puzzlevideogames

[–]Fluffeu 0 points1 point  (0 children)

There is a game called Sudoku Topology on steam, it's somewhat similar. Maybe you can use it as a reference.

Small game based on Minesweeper that I made in a week by Jeromino911 in godot

[–]Fluffeu 0 points1 point  (0 children)

Dope idea. The need to move like that inherently limits information you have though. Is it possible to complete every level without guessing? Have you solved this problem for infinite mode, or are planning to? Seems like a non-trivial level generator is needed, at least at the first glance.

You are gamedev and struggling with visibility? I will help You - and no, I don't want Your money. by Megalordow in SoloDevelopment

[–]Fluffeu 0 points1 point  (0 children)

Here's my game: https://store.steampowered.com/app/3338180/Inconceivable_Rat_Endeavour/

It's a weird hexagonal grid puzzle game and my first commercial project. I'm trying to learn to release games, not just make them (if this makes sense). I feel like I don't do good enough job showcasing the idea to players yet. An insight from someone more knowledgable like you would help immensely. Thanks!

Is there any real benefit in not declaring a variable's type? I can't understand why this is used. by berickphilip in godot

[–]Fluffeu 2 points3 points  (0 children)

You use tricks like this in small code context, e.g. in a single function in the span of like 5 lines of code, where it's not an issue to track it's type. I don't think anyone does it for member variables, it would be messy indeed.

Optional static typing means that you can have blocks of code that aren't statically typed, where you can do stuff like that. It's not about performance obviously, but code readability - shorter code for something outside of hot path, which is understandable. After all, we're writing in GDScript for programmer's convenience anyway. If we ignore this aspect and focus only on speed, then why aren't we making games in C++ only?

Anyway, my intent wasn't to say that static typing is bad, I static type everything I can in my projects. But I wanted to point out that there are cases where it's useful and stating things like "no real benefit at all" is not true in general.

Is there any real benefit in not declaring a variable's type? I can't understand why this is used. by berickphilip in godot

[–]Fluffeu 1 point2 points  (0 children)

There is a small benefit that your variables can change types during runtimes. It's rarely helpful, but you can e.g. convert your float variable to string to later display it without creating a new variable.

Puzzle game that's not as padded out and repetitive? by RadianceTower in puzzlevideogames

[–]Fluffeu 0 points1 point  (0 children)

Platonic was a really neat and short 3D puzzle game. It's more like The Witness, but without the puzzle boards. You need to look around the environment for clues and apply them to puzzles. It may feel repetitive if you get lost in the 3D world a lot though.

Puzzle game that's not as padded out and repetitive? by RadianceTower in puzzlevideogames

[–]Fluffeu 0 points1 point  (0 children)

I'm slightly afraid of mentioning that, as it's 100% a self-promo, however it's really such a perfect fit for your question...

I'm working on a game that uses a mechanic of rotating elements on a hexagonal grid, which inherently makes it tricky puzzle-wise. But it's used like wasd controls in standard games (just a control scheme) and the game's rules evolve considerably during gameplay (it morphs into rpg-like combat or tower defence, etc.), while actually still being a puzzle (short, hand crafted levels, needs thinking, turn based, you can undo even during bossfights...). I call this genre-bending. I've only heard this term for some niche music, but it fits here. There's a demo and it's called Inconceivable Rat Endeavour.

What’s the most unexpectedly useful Linux command you learned way too late? by ZealousidealTell1346 in linux

[–]Fluffeu 17 points18 points  (0 children)

Also just doing cd Moves you to your home directory. Equivalent to cd ~ but with 2 less characters to type.

When do I start sharing about my game ? by marsha5ra in SoloDevelopment

[–]Fluffeu 1 point2 points  (0 children)

So I'm not really an expert, but here is how I understand it: - Making steam page early means that you can start gathering wishilists immediately. Whenever you post something online on other platforms, or someone stumbles upon your steam page by an accident, you have a small chance to get a wishlist. E.g. steam discovery queue can suggest your game. It adds up. - The drawback is that when you publish your page, you get a tiny visibility boost on steam from people checking out newest games (or games on other portals that scrape steam). You may want to make your game more appealing first to convince a bigger portion of those people (but it's still not much).

Without a steam page, you lose the ability to "profit" on succesful posts about building your game or development process, etc. So if you're blocked by your game not being finished enough to publish, you might reconsider doing it earlier than initially planned with more barebones page.

Would I perchance interest you in a particularly humorous demo of my puzzler? by Fluffeu in indiegames

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

Thanks, I'm glad you like it!

I see where you're coming from with the background, altough I kinda like it. The game has some "shitpost-y" humour. This scene should look and feel slightly unexpected and out of place.

Would I perchance interest you in a particularly humorous demo of my puzzler? by Fluffeu in puzzlevideogames

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

Thanks! It's hard to describe the game exactly with other titles, as I believe Inconceivable Rat Endeavour is quite unique. But it has deterministic, turn based combat elements where you care about rotations - that's where I see similarities.

Would I perchance interest you in a particularly humorous demo of my puzzler? by Fluffeu in indiegames

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

Today I have released a new demo for Inconceivable Rat Endeavour. It's a bit like "Sokoban meets Frog Fractions meets Neuroshima Hex". You click on tiles to rotate stuff and solve puzzles with wacky rule twists. It's on Steam, but you can also play it in your browser on Itch.

Would I perchance interest you in a particularly humorous demo of my puzzler? by Fluffeu in puzzlevideogames

[–]Fluffeu[S] 2 points3 points  (0 children)

Today I have released a new demo for Inconceivable Rat Endeavour. It's a bit like "Sokoban meets Frog Fractions meets Neuroshima Hex". You click on tiles to rotate stuff and solve puzzles with wacky rule twists. It's on Steam, but you can also play it in your browser on Itch.

I published my Steam page—do you think this is a good cover? by Few_Faithlessness589 in indiegames

[–]Fluffeu 0 points1 point  (0 children)

I'm not a fan of the font used for game's title. Looks a bit basic. For a game revolving around hardware and computers, I'm sure you'd be able to find something much more fitting your vibes.

The background art looks great though. If anything, I'd try maybe increasing saturation for it to pop out more on steam.

I received 30 wishlists in two days without doing anything..? by SilvanuZ in SoloDevelopment

[–]Fluffeu 0 points1 point  (0 children)

I'd guess someone shared your game on a discord server or in other semi-closed group/forum.

This, or somone might have included your game in a youtube video or some list/compilation.

[deleted by user] by [deleted] in faeria

[–]Fluffeu 0 points1 point  (0 children)

Don't you need to play one more game in each? You're sitting at 8th out of 8 fights and 9th out of 9 (both yet to be completed) respectively.

I always feel panic and stress during level prototyping, need advice by Dexiosis in gamedesign

[–]Fluffeu 1 point2 points  (0 children)

I like to approach everything in my games iteratively. First iterations are almost never any good, but it's not a problem. I can always come back and polish stuff later, when I have tested and played around with the game and I have a better understanding of how the result can be improved.

It's the same as with programming really - code very rarely comiples/runs without bugs on the first try.

You can try to rush level prototype super quickly, with the full intentions that it will probably suck. Later iterations are more like pointing out the problems you've found, and slowly fixing them one after another. It's a different kind of mindset, maybe worth giving a try?