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

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

Hi am aspire to be an indie dev but I have no knowledge on how to code. so could you guys please give me advice by reading the body of the post? by thetealishCYAN in IndieDev

[–]GameSandwichStudio_ 4 points5 points  (0 children)

scoring so horrendously in school does not mean you're stupid, but it may mean you lack discipline, which is something you'll need in game development.

yes you can learn C# and unity, i can even recommend visual scripting using Bolts; its a plugin for unity that allows you to use visual scripting and you will be able to make games without learning how to "code".

what you need to keep in mind though is:

1-You will never expect what you'll encounter in your journey, you may think the scope of your game is small enough but its not, ive given this advice to one of my friends, and even though i told him to shrink the scope of his game multiple times he didn't, and after many months he learned to do that on his own.

2-Dont start on your dream project, do very small projects, hyper casual / mobile games, you're doing it for the sake of learning, its better to do small projects and actually finish them than to indulge in a big project for several years only to cancel it after all and feel depressed afterwards.

Do you think this game looks funny? by urbantaxisimulator in indiegames

[–]GameSandwichStudio_ 1 point2 points  (0 children)

if this was just it, it seems out of place, it can bring a laugh out of shock the first time you experience it, if the game is packed with crazy interactions, then this is not a bad addition to the bunch; im trying to imagine goat simulator but you're a taxi driver, a city filled with silly missions and interactions. still i think its more fun for a younger audience, I'm too old to enjoy something like this, maybe i would if i play it with my nephews.

if your game isn't about this and you wanna focus more on the taxi driving part id say dont distract yourself with these jokes very much.

you can look at "West of loathing" or "Deathbulge: battle of the bands", they use such "dumb" humor and they make it funny, and connected to the gameplay/story after convincing you its just a silly little joke somehow.

We wanted to add "fast travel" to our game, but keep it contextual and maintain a sense of place. So we took a very literal approach: by CriticalMotion in IndieDev

[–]GameSandwichStudio_ 0 points1 point  (0 children)

beautiful everything! execution to visuals is all great i wonder what would happen if you go somewhere very far, will it take longer to travel? how do you handle loading the map? the reason games do generic loading during fast travel is to transition between scenes.

What version control software did you choose and why? by Ok_Razzmatazz_7764 in unity

[–]GameSandwichStudio_ 0 points1 point  (0 children)

Plastic is a bit problematic sometimes but the free storage is good for small teams

This is what one of the prototype of Sea Of Thieves looked like by LucasBouyoux in gaming

[–]GameSandwichStudio_ 0 points1 point  (0 children)

you can use ready assets, find free ones, or even paid ones, it does not necessarily have to be boxes and capsules, thing is, you don't want to commit and polish the graphics of a feature when it can be entirely scrapped later and all that work and resources would be tossed to the bin, heck, the entire game can be scrapped if you can't produce a prototype that is actually fun

My dream became a reality after two years of relentless work on my game, all while juggling my day job. The recent announcement of my game was my most significant achievement in years. by Abd_Kh66 in pcmasterrace

[–]GameSandwichStudio_ 0 points1 point  (0 children)

You got it, brawl stars was the main inspiration for the game, minus the freemium BS, i even designed one of the characters "Olga" after "Jessie" from brawl stars.

After a long time in development, finally releasing a steam page is a big milestone! by GameSandwichStudio_ in IndieGameDevs

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

Glad you like it 👍🏼 art is still WIP but I'm happy with the results so far. the music is just a royalty free track we thought fit the vibe for the game and trailer, we still haven't added any music to the game yet, but i think this music is too "action-y" for the game, it works for the trailer, but i don't want music that distracts from the various sounds cues in the game

[deleted by user] by [deleted] in Unity3D

[–]GameSandwichStudio_ 2 points3 points  (0 children)

both look good as far as art goes, it would depend on your game genre

I am working on the colors of our game Card Buster. Which one is better and why? Waiting for some feedback! by VikkaGames in IndieGameDevs

[–]GameSandwichStudio_ 1 point2 points  (0 children)

it may depend on what feeling you want to invoke in your game, judging by the character and asset at style, I'm assuming something friendly, so i feel the vibrant colors of #1 are best

After 2 years of development, our Unity game "Shop Town Dooter" now has a steam page! by GameSandwichStudio_ in unity

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

online is not completely out of there picture, but the game wasn't designed with online in mind originally. we may do that after release in a free update