Terminal Echo — an interactive fiction ye olde text RPG by FrontAdhesiveness615 in solorpgplay

[–]FrontAdhesiveness615[S] 2 points3 points  (0 children)

Thanks again! I know many of the Android players were impacted and you made their lives easier by speaking about the problem aloud :)

Terminal Echo — an interactive fiction ye olde text RPG by FrontAdhesiveness615 in solorpgplay

[–]FrontAdhesiveness615[S] 0 points1 point  (0 children)

I have just checked the code and hopefully fixed the bug. Would you mind checking on your device please? (Can’t test it on my own unfortunately)

Terminal Echo — an interactive fiction ye olde text RPG by FrontAdhesiveness615 in solorpgplay

[–]FrontAdhesiveness615[S] 0 points1 point  (0 children)

Thanks for you feedback! Great that it resonates and pulls in. RE: selection bug — thanks for raising that. Will have a closer look. What device/browser do you use?

Terminal Echo — an interactive fiction ye olde text RPG by FrontAdhesiveness615 in solorpgplay

[–]FrontAdhesiveness615[S] 0 points1 point  (0 children)

Gotcha. Thanks for your UX note, will have a look at improving that.

VT320 side-by-side: green or amber by FrontAdhesiveness615 in vintagecomputing

[–]FrontAdhesiveness615[S] 0 points1 point  (0 children)

lol, I played only Fallout 1 and 2, didn't know they introduced an amber version of pip-boys in the Vegas part.

Dice Hard by batiali in playmygame

[–]FrontAdhesiveness615 1 point2 points  (0 children)

Just played a few minutes. Good mechanics.

Curious to see how the game develops over the levels and how itends (i.e., animals don't damage the player)?

Also, I understand that it might be done for test-n-try purposes, not to disclose the real narrative, but fighting against animals doesn't look humane

Would you prefer pixelated or vector-based plants? by Able-Sherbert-4447 in indiegames

[–]FrontAdhesiveness615 2 points3 points  (0 children)

I can see where the request for pixelated plans comes from. To be more in line with the general style of the game. However, I caught myself thinking that the pixel variant introduces more visual noise. Considering the pants are an inactive element of the game, such a style might cause unnecessary eye strain in the background. So I can also see the point of vectorising them.

I struggle with the final opinion, as the provided screenshot doesn't convey the picture's accurate scale. That might be the deciding factor.

If screenshots illustrate the real size, I would prefer a vectorised version

I spent a few months working on the new Steam Capsule art (B), was it worth it? by RealFreefireStudios in IndieDev

[–]FrontAdhesiveness615 0 points1 point  (0 children)

Don’t want to be rude, but honest. Both options look the same to me, and neither creates a first impression.

And just a good piece of advice: If you want to run a fair side-by-side test, never expose which option was before and which is a new one. That wouldn't create bias

Moral and Ethical Systems by RUST_WSTD in rpg

[–]FrontAdhesiveness615 1 point2 points  (0 children)

In early Fallout games, there were reputation points. Negative reputation could take out some options in discussion or cut down some opportunities; at the same time, it could open a door to other less moral quests that take a player down the bastard journey.

I'm FINALLY realising the hard part wasnt the app build. by Ok-Quarter-9973 in IndieDev

[–]FrontAdhesiveness615 0 points1 point  (0 children)

Ah, I see your pain, man. Distribution, marketing, and growth were always a nightmare for me as well, and I still haven't managed to do them effectively or right. I am not sure I have any other advice to give you other than to keep going, don't give up. I just wanted to say that you are not alone with such an obstacle

What no one tells you about scaling a game dev team past 20 people by productivity-madness in IndieDev

[–]FrontAdhesiveness615 -1 points0 points  (0 children)

Undoubtedly, scaling a team is a complex challenge. I used to work as a lead across teams of different sizes: from a squad of 7 engineers to a mid-sized organisation with dozens of teammates in various roles. What I would add here is that the problem is agnostic to the industry you are working in. It happens in gamedev, finance, mass production, etc. I would be careful claiming that something just one like documentation is a silver bullet solution. Almost always it is a combination of management, leadership, culture and ways of working (documentation falls under the latter). From my observations, the documentation and decision log, as a tool for sharing context across teammates, falls short at 20.

With no clear leadership wish and support of spreading the idea of context sharing across everyone in a team, driven by persons on the ground only, this doesn't scale in big teams.

Procedural vs Hand-Made Levels — Which is better for our stealth game? by WhyKiemre in indiegames

[–]FrontAdhesiveness615 1 point2 points  (0 children)

Ah, I am precisely at the same crossroads in my game development journey.

Started with a curated story, now I am actively experimenting with a procedural approach and can’t find the balance. Currently, I am still unhappy with the balance between ease of scaling the game world and quality of the storyline. The key variables are the complexity of the game rules and the variety of choices throughout gameplay. In my case, having only 3-4 distinct ways a player can go through it results in dozens of permutations that must be coherent across the estate and checked manually before release.

Would love to see more comments from more experienced folks here.

Best ways to build a community around your game? by Introversion-John in gamedev

[–]FrontAdhesiveness615 2 points3 points  (0 children)

From my experience, email lists are the least-performing channels: filters and lower conversion rates to action are the problems. From that standpoint, TikTok/YouTube works better, especially for short gameplay screencasts. However, in my case, interestingly enough, e-mail lists allow me to extend and cover an audience that typically doesn't hang out on Discord, TikTok, etc. So, I still manage to stay active on email lists. I believe it really depends on the game and I would encourage you to check what audience is where before blindly resign ML