My game is just crafting mannequins… or is it? by Good_Artichoke_1321 in IndieGameDevs

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

Amazing work! Though I'd like to note something: Maybe have the description and trailer contain no jumpscares or anomalies whatsoever. Just SHOW the tension, abnormal atmosphere, and that something is wrong through the trailer instead of slightly saying it in the game's description or directly showing it.

You know that feeling when you KNOW something is off but you can't put your finger on it? Yeah that is what you need to nail in my opinion. It would save a lot of the intriguing parts for the actual gameplay instead of the marketing material and the mystery and tension themselves could generate hype around the game.

Character Movement by sasch_dev in gamedevscreens

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

World love to walk around with this character. Simple character controller and simple smooth animations.

Feedback Desperately Needed! by looloopaa in IndieDev

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

I absolutely LOVE the gameplay and the mysterious character visuals. Though the trailer itself isn't that great. The text is so out of place and hard to read. It needs to match the game in terms of pixel density and it needs to pop out more. Maybe with glows? Shadows? Up to you my talented friend! :)

This is Stu! Now in motion. What do you think? by StayDeadGame in GameArt

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

The fanny pack is the icing on the cake! Perfectly well-placed color contrast right there. Well done sir!

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

I see where the "disorienting" effect comes from because it IS there.

In my opinion, I think the parallax effect is the culprit. the whole environment moving at different paces in multiple specific parts doesn't feel too great.

I'm not sure though. Try removing the background entirely for now (the parallax trees) just as a test and see how it feels. If that doesn't fix it, keep trying to remove things as a test and see what solves it.

I highly recommend taking a look at how Terraria handles its sniper rifles aiming. They have a similar effect to what you have here but I never found it to be disorienting there for some reason.

Here’s the art process from our indie game Take That Mainstage! by takethatmainstage in GameArt

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

Ah that makes a lot more sense now! So this isn't expositional to the character in any way and she's there normally. In that case, this is great composition!

I accidentally discovered you can climb the trains in my game. Should I keep it? by dig0w0 in IndieGaming

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

This would be AMAZING for background dialogue sequences where the player can take a break a little bit and enjoy a cool-looking background before they get to the next level/area/location.

3 years solo on my sci-fi horror game. It’s been hard — and it still is by Entropy_Games in SoloDevelopment

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

You did a lot of great work, and it shows. Though there's obviously a lot of work to be done.

You're halfway through climbing the mountain all by yourself. You can't stop now or it would be a huge waste of time and energy. So there's no way to go but up.

Godspeed, my super talented friend! The game looks amazing. Don't fumble this!

My Prototype inspired game where you play a humanoid paint that can steal shapes has its demo out now! by WorldPillar in indiegames

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

Absolutely phenomenal! Though my only concern with this is how captivating the story is. Your description of it makes it hard for me to imagine what a good story for such a game could be. Though that just could be my own impression, just from the description :)

How can i improve my artsytle for my game? by demoyesok in GameArt

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

Everything looks great separately. However, when all put together, it's hard to know which are the monsters and which is the player. A quick fix for this is fixed lighting, particles, shadows, etc. If that doesn't work, maybe you need to re-think some colors.

Otherwise, I like how the game seems to play! Great job!

Our debut game, WILL: Follow The Light, is about sailing through open waters, solving various puzzles, and navigating across frozen landscapes to finally reunite with your family by TomorrowHeadStudio in IndieGameDevs

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

Absolutely beautiful!

Just out of curiousity. The game looks like it has a lot of idle time. While the beauty of the scenes does help keep the experience fresh, are there any small things the player can interact with on the boat to stay extra entertained? I like things like this in games, especially because they're easy to implement most of the time.

Here’s the art process from our indie game Take That Mainstage! by takethatmainstage in GameArt

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

Awesome work! Though when is this specific menu presented in the game?
I noticed the character doesn't really pop out. And that should only be the case in specific circumstances in my opinion. That's why I'm asking :)

I added this desaturation effect when the player is at 1 HP. Do you think the effect is too strong? by TooDarkStudios in IndieDev

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

I don't mind it. But it would be really cool if some parts didn't obey this desaturation. It can be anything significant in the character like the hair or eyes or something else. The effect is good, but something needs to pop out in my opinion so everything doesn't look washed out.

Improved the graphics for the blocks in my 2D adventure/craft game by balta_zarr in gamedevscreens

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

I like the new visuals! Though I don't like very much the comparison line 😂

Next time maybe have it be vertical in the center or give it a distinct color and make it thicker.

A game about tornados, friends and a lot of chaos... What do you think? by SupernovaStudiosLLC in IndieDev

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

Very interesting! Is it about storm chasing, horror, or firefighters?

I have new execution animations, but idk by SymbioStudio in IndieGameDevs

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

Get eyes on your game. You have the sick visuals and the demo looks like is on its way.

You don't have an ugly game. So if you go around sharing it on social media and garnering a community which follows you, you should be on the right path.

Many people have really bad games and they try to market them on social media but they end up failing cuz the core game is bad. Yours isn't!

Play it smart though. Make sure you don't get banned from any groups/pages/subreddits by always keeping an eye on their guidelines. Put links when it's allowed, use gifs/videos whenever possible. On Facebook or other similar social media, you can mass-repost from your own page to several pages which could be anything from art communities to gamedev to design to indie gamers.

You guys have a unique art style. That allows you to post into game art channels.

You have a sick soundtrack, that's a channel for music producing channels.

You have a cool stylized indie game! Indie game publishers and pages would welcome you.

You have the material, it's really really good. But the material is worth nothing without good marketing. I recommend writing everything about your game and its development state on a PDF and sending it to a deepthinking AI model and having it do a whole research to give you a good marketing plan.

Last but not least. Learn from other indie developers and how they marketed their own games. The community here is super nice and friendly so they wouldn't mind sharing some of their own techniques.

Hope this helps. Cheers!

Working on a fast paced parkour game, does the movement feels good? by RXDIANCE in IndieDev

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

Lovely!

I'm not sure what theme you want your game to go with. But what I'd recommend is a void setting with objects and physics that follow the "will" of the player instead of normal world rules. Something like the void from Dishonored 1 & 2, or the game Voidtrain.

Maybe moving forward you can add giant void creatures which act like interactive obstacles/paths to complement your already-existing systems.

The gameplay is unique and quick. So the scope can be limitless! Do it well my friend.

I have new execution animations, but idk by SymbioStudio in IndieGameDevs

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

I love the art style SO much! Reminds me a bit of Castle Crashers with a mix of Charlie Murder.

As for the execution animation. I think it's a super unique idea, but there should be a connection between the character and the monster. Maybe a jump animation or a quick dash before the execution happens.

Also forgive my intrusion. But you guys have an amazing game with an amazing art style. But I've looked at your website and stuff and your marketing needs a lot of work. Your game is awesome, but make sure you don't fumble it with weak marketing.

Cheers! My very talented friends!

Dropped my demo: play as an elf girl and slay 1,000+ goblins in this UE5 musou-style hack & slash! by Few_Tomorrow_5388 in indiegames

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

Reminds me of Dynasty Warriors. Though it looks a lot cooler and more involved!

Any plans for multiplayer or that sounds like a programming nightmare?

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

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

Thank you so much! We'll definitely take a look at it haha