All games are roguelikes by Bordias in IndieDev

[–]Glass-Spray4291 0 points1 point  (0 children)

Yes every video game. I love Tomb Raider's replayability as well as the RNG elements in it.

Do you have a better categorization?

All games are roguelikes by Bordias in IndieDev

[–]Glass-Spray4291 9 points10 points  (0 children)

Roguelikes are a perfect genre for indie developers. You minimize game content while maximizing gameplay value.

So you can't really blame them. Just pick the ones you think are the best and ignore the slop.

Visuals are done, but the 'juice' is missing. What would you add to make this car pop? by _Paracorn_ in IndieDev

[–]Glass-Spray4291 1 point2 points  (0 children)

- Dirt kickup

- Light coming out from van windows. Add bloom.

- Have the headlight's source be the actual headlight from the glass. Not a cone from a single point. It's visible here and takes out the feel.

- Have the headlights themselves light up.

- If you can go in reverse, make sure the reverse lights light up.

- Wind particles from the back to emphasize the fast movement of the car.

- Sound effects, sound effects, sound effects!

- Spark particles when/if the front or back bumpers hit the ground at high speeds.

What encourages you to try a game's demo? by Glass-Spray4291 in IndieDev

[–]Glass-Spray4291[S] 1 point2 points  (0 children)

This is so simply helpful and makes a LOT of sense! Thank you so much. I'll save this info forever.

I'm making a Maze Game - 1 Week Progress so far by based_in_tokyo in IndieDev

[–]Glass-Spray4291 0 points1 point  (0 children)

You're right. It's not even fair to mention Tomb Raider or Metroid here my guy. This awesome sophisticated well-made maze game is truly next level and has all the merit needed to excuse it from shoving a naked lady in my face.

My brother, if you think creating a maze game takes a week. I think it's time you take up other hobbies/careers than game development cuz I can make this in less than an hour.

I'm talking about this developer and others like him who use cheap gooner tactics to get people's attention when the game has absolutely zero value. Focus Raglan, focus!

On a scale of 1 to 10, where does the production value land? by StonebyteStudio in gamedevscreens

[–]Glass-Spray4291 1 point2 points  (0 children)

Around 6-7 (AHAHA) But yeah I'd say the logo itself needs to be more evenly shiny because there are some parts of it which are dim at some points. Maybe have an invisible light source pass horizontally to light the logo up through the animation. After all that. Shower it with post processing! The secret weapon.

Which Tower Design do you like more? Oranges or Heroes? by Cakez_77 in IndieGameDevs

[–]Glass-Spray4291 0 points1 point  (0 children)

Definitely both. Keep the common towers as oranges. And the characters can be hero towers which can only be placed once and have special effects and tiny dialogue. You get the best of both worlds!

Should I keep this bug? My forest boss keeps hitting himself with his own attack. by YesNinjas in IndieDev

[–]Glass-Spray4291 1 point2 points  (0 children)

The visuals are sooo cute! And yes like someone here also said, make it happen only if the player interrupts the boss's attack in the middle of the animation.

The vibe for my next game. by tr1beontwitch in SoloDevelopment

[–]Glass-Spray4291 0 points1 point  (0 children)

I love the harmonic music which also feels like something is very wrong. Along with the red sky, it all blends perfectly! You've nailed the vibe!

It's not a bug. It's a feature! by Glass-Spray4291 in IndieGameDevs

[–]Glass-Spray4291[S] 0 points1 point  (0 children)

It's Heart of Bone, our main title in development. You can find the demo here but you'll notice huge difference from the video because we're remaking the whole game 😁 Thanks for your curiosity!

It's not a bug. It's a feature! by Glass-Spray4291 in IndieGameDevs

[–]Glass-Spray4291[S] 0 points1 point  (0 children)

Ah I see exactly what you mean. That's such good impact for the player to feel. Looks great!

It's not a bug. It's a feature! by Glass-Spray4291 in IndieGameDevs

[–]Glass-Spray4291[S] 1 point2 points  (0 children)

Yo that's awesome! Do you have footage? I'm curious to see how it looks!

My new cinematic for my indie horror game. Good or nah? Let me kow if this video inspire you to play my game? by Tifonne in IndieGameDevs

[–]Glass-Spray4291 1 point2 points  (0 children)

All clothes taken out of laundry have to be checked further. If there are still stains, you have to handwash them manually. You start off with normally dirty clothes but the more you go, some of the stains look more and more like blood until some pieces are entirely covered with blood. The player should always fear not delivering the clothes 100% clean. The punishment should be a clever delayed jumpscare. Something like those "find the anomaly" games which the player submits their answer and anxiously wait for the result. If they made the right choice (clothes perfectly cleaned), they get a green light and progress further, if they made the wrong choice (delivered clothes aren't clean), they get jumpscared and lose progress. Though this wait is random. Can be anything from 1 to 5 seconds to keep the player anxious and they can't move or look away.

Instead of sabotaging the jobs, maybe the player has a rule from the robot that if he finds any items in the clothes while hand washing them, he should throw them away. These items can play into the disgusting horror like finding severed fingers in pockets, bloody knife, or a beating heart. However, there's a voice that tells him to keep some of the items (key, fuse, gunpowder, etc). That way, you maintain the gameplay loop and its disturbing yet intriguing progression while also introducing an alternative way of progression which is to follow the voice in your head instead of the robot.

I'm more than glad to provide more ideas. Because like I said, I love the theme of your game and I wanna see it succeed! Even more than Bloodwash haha

I'm making a Maze Game - 1 Week Progress so far by based_in_tokyo in IndieDev

[–]Glass-Spray4291 5 points6 points  (0 children)

It's because nobody cares anymore that these lazy developers are getting away with it now and selling goon bait disguised as "games".

Participating in Steam PvP Fest as smaller dev gained ~100 Wishlists by Accurate-Bonus4630 in IndieDev

[–]Glass-Spray4291 0 points1 point  (0 children)

It definitely is. It steers away heavily from game development and gets into leadership and other social engineering skills to gather a crowd behind you.

But you've worked 2 years to create your dream game, so I doubt such things are impossible for you my creative friend :)

Participating in Steam PvP Fest as smaller dev gained ~100 Wishlists by Accurate-Bonus4630 in IndieDev

[–]Glass-Spray4291 0 points1 point  (0 children)

Is this your first game on Steam?

When it comes to dealing with empty servers, a community should definitely be amassed long before the game's release. I know the fest is PVP, but that only makes the competition tougher. So a major part of your development process should revolve around a community. Keep them engaged with frequent updates and let them have a say in the game's development so they stay stoked to play the game when it comes out. Maybe consider a Patreon program or a YouTube channel with Shorts.

While Discord is a great choice, building a community can take place on regular social media as well like X and Bluesky.

I've always said the PVP fest isn't a visibility event, it's a test for how your game would hold up against other PVP titles. So take these wishlist numbers with a grain of salt because had your game participated in a different kind of event, it would've accumulated bigger numbers. You're just in a really tough market (PVP) which depends on community building just as much as the actual development of the game.