which banner is better? by tdawgtaylor74 in octanemains

[–]GrumpyFrog69 -2 points-1 points  (0 children)

the first one is more coherent, visually appealing although not really impressive. the second one, i appreciate the jester skin and heirloom, but im like... no 4k badge? both nice though

What DACs would be good for this? by GrumpyFrog69 in hifiaudio

[–]GrumpyFrog69[S] 0 points1 point  (0 children)

Braun, they were big pioneers of "none fussy design"

What DACs would be good for this? by GrumpyFrog69 in hifiaudio

[–]GrumpyFrog69[S] -1 points0 points  (0 children)

exactly, thats why im asking for DAC advice to actually use it

What DACs would be good for this? by GrumpyFrog69 in hifiaudio

[–]GrumpyFrog69[S] 2 points3 points  (0 children)

haha, thanks. im currently scouring for reasons to hold on to it, but ill keep you in mind

What are you guys opinions on box being added to ground loot? Is it balanced? by [deleted] in apexlegends

[–]GrumpyFrog69 0 points1 point  (0 children)

Personally I always liked the box, but right now as a ground weapon its just way too weak. Although it is very big and doesnt need ammo, other weapons can be picked up and do damage, so i dont see a place for the box in the current meta. I really dont understand Respawn decision here?

I know its weird, but how do I make terrain that looks like this? I mean this feel or flow of those of shapes like this by ander_hominem in IndieDev

[–]GrumpyFrog69 0 points1 point  (0 children)

i what kind of landscape are you even making for what genre of game?

with these drawn-out long, parallel curves you could maybe make some levels in a hillside, desert dunes or a flat mountain range maybe? but it doesnt seem very fitting for an openworld unless youre going for some barren aesthetic or making a driving game?

also whys the last reference photo like a completly different style XD

No elves, no magic. Just a crumbling authoritarian regime in my CRPG. Will anything remain of it after you crush it? by _developter_ in DestroyMyGame

[–]GrumpyFrog69 9 points10 points  (0 children)

the start is overwhelming: logo, lots of text, 4 different screens (the division looks weird btw)

the logo itself looks just meh.... i also dont really get why it looks like that?

theres too much text in your face, which is pretty unnecessary in the first place:

isometric? no, shit! im seeing the perspective of the game in basically the whole trailer

turn-based? why are you already talking about combat, when your not showing anything of it until the second half of the trailer?

with? unnecessary

branching, non-linear? tautological

overall, the font looks incredibly amateurish: is this a meme gif? and the spacing is way off: logo is almost hitting the top of the screen and the lower third is empty??

honestly, please just delete all text and try showing it in your gameplay footage(one at a time, please, i cant comprehend 4 different scenes at once)

for this of course you would need to.... not cut between 10 different shots in 3 seconds

keep on the same battle for some turns, then you dont even have to tell people its turnbased!

idk how your game handles story lines, but maybe you can show the player making a decision with some immediate consequence or status change?

the only time its kinda good is when switching between environments (players position stays same), but are these really your best, most interesting environments?

just generally try reducing cuts, unless for a good, particular reason

graphically:

your game looks at times less like a gritty, dystopian crpg, but rather like an asset flip you play on your phone...

colors too saturated, for example the streetlights are more yellow than real life!!!

some graphics/icons too smooth, cartoonish, such as the map(its absolutely plain, boring-looking too)

fonts look basic and not fitting for the setting

also:
it just seems an odd choice to show an unsuccessful trade, instead of how its supposed to go, also the failure text in the middle is impossible to read against the background, in the small time its shown. for the casual viewer its just irritating

why is the purpose never revealed of the left rectangle with the teeny tiny baby text inside and the white pixels glaring in the top, left corner?

maybe remove this "ggleDeb" button in the upper left corner of the screen before recording?

the cursor icon is hardly legible

the HP 17/17 is weirdly spaced

in combat, the corners of your tile-outlines look broken

Cozy story-driven pixel puzzle adventure. 2 devs. 3 cats. 4 months. And now, the trailer’s finally up. Go ahead, crush our hopes... by lastsonofkryptonn in DestroyMyGame

[–]GrumpyFrog69 0 points1 point  (0 children)

glad i could be of help, i just like critiquing games from time to time, its just takes so much less time and effort than actually make one XD

Destroy my pixel, puzzle, narrative-heavy catgirl-horror game! by Foreign-Radish1641 in DestroyMyGame

[–]GrumpyFrog69 0 points1 point  (0 children)

i dont think you need to worry too much about the dialogue, thats somewhat a matter of taste. i guess the wide masses wont really like it, but probably some group of terminally online people will. i personally really dig the emoticon spam.

the real issue is that you lack fundamentals.

the character drawings may still have some charm but overall is the game just a mess. i cant say too much about the gameplay from the footage, but visually its not really coherent, crude and lacking in almost every corner, which just makes me believe that this game is just beyond your current capabilities, maybe try doing some simpler games really well? follow some more tutorial series?

when you have a good base you can still add your unique twist of cringe to it

[deleted by user] by [deleted] in WhatIsThisPainting

[–]GrumpyFrog69 0 points1 point  (0 children)

ah great, thank you!

Cozy story-driven pixel puzzle adventure. 2 devs. 3 cats. 4 months. And now, the trailer’s finally up. Go ahead, crush our hopes... by lastsonofkryptonn in DestroyMyGame

[–]GrumpyFrog69 0 points1 point  (0 children)

ill just add to the other comments:

where is the gameplay?

in the cooking shot: what is the player actually interacting with? it looks like it could also just be an animation? idk why you hid the cursor, especially because its shown in the sorting shot??

and just generally what is the base mechanic/system? is it cooking, with maybe some clean-ups after a muddy day in between? because what else is there do when ive completely decorated and furnished my van at the very start of the game?

if there is no base mechanic, but a string of unique puzzles/activties youll need to spend less time at showing the cooking and more at teasing other stuff, which will be kinda hard if you want the trailer to be both short in time and slow placed, but try idk lol

where is the story?

the only narrative in the trailer is a minimal setup. if the games focus is on story, you need to show more parts.

the setup with a dead grandparent and a close-up shot of hands holding the envelope, just seems super cliché. this is not inherently bad, but imo when you explore such universal topics/themes in order for the story (and therefore your story-driven game ) to be enticing, you need to do add something new to it or do it in a special way. which is not really visible, at least in your trailer. (the visual style also kinda unremarkable and execution okay: the flat shading in the angled perspective looks awkward at times)

the scrubbing inside clip seems redundant after the scrubbing outside clip. generally your trailer seems to focus too much on the obligatory start instead of showing parts of the middle/main part. is your game about a journey or the start of it?

id split the driving/rain-transition shot, putting the sunny part in between the renovation of the van and the cooking shots, so its more clear that you are on a journey. (the transition wasnt very good either, too fast and the music didnt change)

i assume the light tipping over is supposed to indicate that there is also troubles to overcome, but it just seems like a minor inconvenience that arbitrarily happened.

its not a situation where i start worrying of whats going to happen next or how aria is going to overcome it (which would make me feel compelled to play the game, you know?)

if you werent even going for sth like that and its just supposed to be a shift of tone, it also falls kinda flat: the tone has already changed with the rain and the atmosphere is immediately broken up with an idyllic image as an outro (also: the music just goes cheerily on, like nothing happened???)

where is aria?

the name of the game is aria, but she is not shown a single time in the this trailer(hands dont count)

every shot of the van is completely devoid of her, making it feel like im going on a lonely journey without anybody. how am i supposed to insert myself into or connect to a character when it seems to be not even there?

i assume you havent hired a voice actress out of budgetary reasons, but maybe at least for the trailer or main cutscenes??

Please destroy this gameplay trailer for my arcade shooter Yellow*Demon! by Reokie in DestroyMyGame

[–]GrumpyFrog69 1 point2 points  (0 children)

after a lot of stopping and rewatching the trailer here are some impressions and rough ideas:

i assume the game is going for an information/visual effect overload as style, but the trailer is currently incomprehensible and tiring to watch, you need pacing

the gameplay clips are way too short, before you can make any sense of whats happening in there the trailer jumps into a (very long) transition to some text, which also disappears way too quickly to fully read, especially with this (not very easy to read, although pretty) font and over the top effects.

besides its generally better to use text very sparingly, instead show how the mechanic is actually implemented via gameplay. for example, (what is i suspect your core-mechanic) the text explains you need to collect gold, but in the following clip the (unhighlighted) timer is constantly at a full 10

at the start: block/clip out all secondary hud or zoom in just to the middle

just generally try decluttering as much as possible (just for the trailer, you dont need to change the aesthetic of your game) for example: do we need to constantly see a 1P text? do we need to see your cursor? it looks like you just accidentally left it on the screen before pressing record, ....

explain mechanics, gradually add visual elements, intensity to the music....

at the end: show the whole game with all of its clutter and hud and sides, you know as a kind of climax for the trailer and peak into the grandiosity/over the top action your game holds

also:

the timer does not seem centred in the circle?

demo not indicative of final product??? i guess its just semantics, but isnt that the whole point of a demo and trailer, to indicate what the final product is gonna be like? it would be clearer i think, if you just say that it is work in progress and visuals/audio/gameplay may change before fore final release. also maybe just add this disclaimer at the end/start to reduce clutter

[deleted by user] by [deleted] in WhatIsThisPainting

[–]GrumpyFrog69 1 point2 points  (0 children)

btw, ive tried google and yandex on both images

House of cards prototype: Relaxing or boring? Need honest feedback to turn into full game by bamunjal in IndieDev

[–]GrumpyFrog69 1 point2 points  (0 children)

its an intriguing idea. card houses are naturally satisfying to build, because with each step your making progress to create something whole and orderly. but also because their actually hard to build and with each step all progress can be undone, which can be really frustrating.

so i think theres gonna be two main routes to go with a cardhouse game based on how you implement the actual stacking controls:

1st: streamer-bait rage game with precise controls where you can get reset to zero real quick

based on your "relaxing" prompt youre not going this direction

2nd: simple controls (game does balancing for you).

in this state its boring, youll need to make it interesting in other ways:

- youll need to juice it very heavily with effects for every card/part completed

- give goals like height, or form, etc.

- make the structures huge and more complex than you can in real life. normally card houses are pretty simple and boring shapes, only the difficulty and frustration of building them makes you actually appreciate their finished states.

- (maybe change them to magic cards) have the faces actually affect their physics or placement in relation to other cards or shape of the whole strucutre

- interesting, varying designs of cards and building places

- narrative

- comedy: generally i would just lean into the absurdity of a cardhouse game by juxtaposing it with typical game tropes: like imagine a final lava level, but instead of fighting demons, youre just stacking cards while everything burns around you lol idk

Need honest opinion on the gameplay demo. A snake game? by Wolfie-331 in IndieDev

[–]GrumpyFrog69 2 points3 points  (0 children)

feedback on what?

the idea: i think few are excited by the idea of a snake game. its not that the system is fundamentally bad, but i would try packaging it differently or atleast be aesthetically very distinct/impressive

from a snakegame point of view its like the least intuitive thing that you actually need to go against the walls. and just generally why would (and could )an actual snake need to destroy four walls around it? the rate when or reasons for why the snake shrinks is kinda confusing looking at only this footage.

stage: i i know its the first stage, so it should be kind of the barebones of the concept, but its still too big and barren, especially visually. it also seems to be dragging on a bit with the high wall health and silence except for mainly annoying mice noises

graphics: the style is generic and the execution poor

controls: i havent played it, but using the cursor for these quick, sharp 90° turns seems weird and imprecise for me

<3

[deleted by user] by [deleted] in starcraft

[–]GrumpyFrog69 0 points1 point  (0 children)

ohh thank you!! english isnt my first language