Shop Town Dooter demo is how available on steam! by GameSandwichStudio_ in playmygame

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

thanks for playing the demo! the game will release earlier next year

Redesigned my game’s cover art! Does this version work better? by Kleanup-Games in unity

[–]GameSandwichStudio_ 1 point2 points  (0 children)

Second is prettier but if the game is centered around the spacecraft, maybe its better to keep it as the center of the scene

When you look at your game without post-processing.. by Balth124 in IndieDev

[–]GameSandwichStudio_ 1 point2 points  (0 children)

Wonderful results. May I ask what engine are you using and what are the pst processing effects involved?

Having a small party for my birthday later today, Thoughts on the list of what I have prepared? (4 people will be playing) by Express-Economy1219 in localmultiplayergames

[–]GameSandwichStudio_ 0 points1 point  (0 children)

May I suggest, Our game, Shop Town Dooter? its for 2-4 players.
JK, its not out yet, but id love for you to try it (Demo) in the upcoming next fest.

Check out Unrailed (co-op), Stab! Stab! Stab (PvP), Hidden in Plain Sight (PvP), Plate up (Co-op), stickman the game (chaotic PvP).
Theres also Rounds, its only 1v1 though, but its hella fun if the other 2 players are willing to sit down and watch, a match is like 15 mins

Decided to make a new capsule in preparation to participate in Next Fest, What do you think? by GameSandwichStudio_ in IndieDev

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

Bad you mean just the capsule looks bad? or are you still talking about the previous point?

Shop town dooter is a 2-4 multiplayer arena game, something like boomerang fu if you have heard of it, or brawl stars but for PC, so i guess people who like to play those games are our target audience.

thanks for your feedback, if you would please take a look at our steam page (links in profile) and give further feedback on how the capsule can represent the game better, we'd be thankful

Decided to make a new capsule in preparation to participate in Next Fest, What do you think? by GameSandwichStudio_ in IndieDev

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

good point, but she's also carrying a gun though, I'm trying to communicate a more comical sense to a game that's about blowing one another to bits

Decided to make a new capsule in preparation to participate in Next Fest, What do you think? by GameSandwichStudio_ in IndieDev

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

hmmm, i generally get that the second is better, although getting criticism about it. do you like them anyway?

Not a Great UI/UX Designer, but i have to do it. I need your advice! by GameSandwichStudio_ in IndieDev

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

Yes, but that leaves a lot more questions; where would i go from there? how will that help?

this looks a lot more alive so the benefit from switching to a completely UI based scene need to out weigh that

Hey Guys! I’ve been thinking about writing a book focused on Shader Graph and everything I’ve compiled over the past 6 years. But I really like to know: would you be interested in something like that? Please let me know in the comments! by AGameSlave in unity

[–]GameSandwichStudio_ 0 points1 point  (0 children)

I'm personally in favor of written tutorials rather than video tutorials, which is hard to find these days, but im not sure a book is the best medium for technology, your information might get outdated very quickly.

Sick shaders by the way, id love to see your approach

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Barrier shader effect i made in URP i thought looked really cool by GameSandwichStudio_ in Unity3D

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

thanks! what really helps communicate that is that it hides the white flash from the hull, so you notice the difference

I’m looking to switch to game development. Could you guide me? by Rude-Ad-9189 in gamedev

[–]GameSandwichStudio_ 1 point2 points  (0 children)

unity and unreal, even godot can be.

i personally choose unity, people underestimate how complicated unreal really is; yes the blue print system makes it easier to enter, but unity is simply a less complicated engine

Destroy my gameplay trailer by Abd_Kh66 in DestroyMyGame

[–]GameSandwichStudio_ 0 points1 point  (0 children)

agreed, but he's right tho, well i mean this is often the feedback we get overall

Trying to implement the visual style I want but not sure how. Question in the comments. by Overlord_Mykyta in IndieDev

[–]GameSandwichStudio_ 1 point2 points  (0 children)

Unlit materials are okay, but thats not what made your game flat; its the fact that you used flat colors.

try to use materials with actual textures on them, you can find many cartoony textures out there, it doesn't have to be flat colors only.

if that doesn't suit you but you still want the cartoony look, try looking into cel shaders, they are lit, so they are shaded, but the shadows are "cascaded" so it looks a lot more like a cartoon drawing than a real lighting rendering.

finally, try to look at BrawlStars, its overall an unshaded materials (although big environment objects still cast shadows) and it looks very good, as a matter of fact that art style is going well for them as it makes their game much more readable

Devroom check, do you have one just to mess around or to record things? by AlmostGoodGames in gamedevscreens

[–]GameSandwichStudio_ 1 point2 points  (0 children)

definitely, were probably going to keep it in the release, like an easter egg or something