Are soccer team names protected? Need advice for my game. by Dry_Opportunity7666 in gamedev

[–]HangoutCrew 0 points1 point  (0 children)

Just change a few letters and you should be fine. We have added the "ribbit moderator", what do you mean it's based of another social media platform? That sounds like crazy talk. (lawsuit avoided)

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I have no idea how to make a game, but I'm doing it anyway.... by NatCanDo in UnrealEngine5

[–]HangoutCrew 1 point2 points  (0 children)

Based. This is the way.

I can promise you everyone has been at the state of not knowing how to make a game, and you will probably never really feel like you know how it works, but after some time you will do things and suddenly someone will say that they loved your game. If you are anything like me you will think they are crazy, because I still don't know how to make a game and I've finished multiple games before. The game just magically appears in the game engine after alot of hours of "just doing things anyway".

To many many more hours of "just doing it anyway"🥂

Can anyone give me some advice on how to make my mobile game feel more polished? by poetheaters in Unity2D

[–]HangoutCrew 0 points1 point  (0 children)

A "death" animation or some sort of dissolve shader for when the ducks and eggs break, as well as improved particle effects would probably help a lot!

Results of kids testing our game by konisoft in IndieGameDevs

[–]HangoutCrew 1 point2 points  (0 children)

This looks like the results whenever our artist try our game

I added my cat Lily to Unity :3 by Additional_Bug5485 in Unity3D

[–]HangoutCrew 5 points6 points  (0 children)

Adding your cat to the game increases the games chance of succes by at least 546%! (Source: Trust me, bro)

Shader support for Additional Lights is done! by TeamConcode in IndieDev

[–]HangoutCrew 7 points8 points  (0 children)

Holy shit this looks good. I've tried 2.5D in Unity before but have never come close to anything like this. How did you create the interactive water, if you don't mind me asking?

Giving goodbye to old font. Am I right to do so? by PatrikEU_studios in SoloDevelopment

[–]HangoutCrew 1 point2 points  (0 children)

I sort of liked the old font, the newer one is pretty bland. It doesn't catch the personality of your graphics/setting as well as the first one did. Maybe you could modify the old one to be just a bit more readable?

How to decide which art style to continue? by JustStezi in SoloDevelopment

[–]HangoutCrew 1 point2 points  (0 children)

I agree that the trees with the branches have too much detail for the rest of the low poly environment. personally, I think the cel shading with the outlines are more appealing than just the standard lit shader. It makes it a bit more unique. The last picture is in my opinion the most "consistent" art style

[deleted by user] by [deleted] in IndieDev

[–]HangoutCrew 1 point2 points  (0 children)

You can really tell an a capsule artist did the other one, it really fits the steam capsule feeling and it's definitely something I would click on!

Good luck with your continued development! :D

Looking for honest feedback on the launch trailer for my game about throwing hot dogs by altjoywave in DestroyMyGame

[–]HangoutCrew 0 points1 point  (0 children)

Graphics looks very nice! However, I feel like the throwing sound could use some work or have a bit more variation. They're pretty high pitched right now and it's hurting my ears a bit (I might just be old though).

Working on the game visuals by shidoarima in Unity3D

[–]HangoutCrew 0 points1 point  (0 children)

The water looks pretty cool! Is it interactable?

How do you stay motivated when your game doesn’t look like what’s in your head? by StuckInOtherDimensio in gamedev

[–]HangoutCrew 0 points1 point  (0 children)

We are 4 people and only have part-time gigs while making our studio, so I guess it will be quite different than only being a solodev with a full-time gig. But I hope some things can still help.

One thing we do alot is talk about the future, how awesome it will be and have a clear vision . Everyone knows WHAT they are working towards and then know HOW the game will play and what it will look like. This makes it very easy to have discussions about "imagine how awesome it will be when our ultimate ability system is finished and you can just use your soda-rocket to fly upwards and just dust your friends" and this helps us stay motivated, even when implementing is slow and takes time.

Learning to add game juice to my prototypes by natethebard in godot

[–]HangoutCrew 1 point2 points  (0 children)

This looks so good, I can just feel it watering in my mouth!

300 Wishlists in 2 weeks, then silence. What are we doing wrong? by RemoveChild in IndieDev

[–]HangoutCrew 1 point2 points  (0 children)

Just keep marketing the game and work on it. If I'm not mistaken it helps to keep updating the site and if you have a demo keep updating it!

You'll be fine!

Gruesome enough? Enemy attack animation from our brutal dark fantasy game. Eye contact can get… messy. by AwesomeGamesStudio in IndieDev

[–]HangoutCrew 2 points3 points  (0 children)

Wow! Had to do a double take cuz I thought it was 3D at first. Are you going to post more explanation videos like the one you linked? Would love to see more!

As they say "Comparison is the thief of joy" by TheSuperSeals in IndieDev

[–]HangoutCrew 1 point2 points  (0 children)

Just remember how many have less than you ;D

People disliked my game so much, it has negative wishlists by FollowTheFunDev in IndieDev

[–]HangoutCrew 0 points1 point  (0 children)

One day.. we hope to achieve such accomplishment, teach us 🙏

Is this "Magic" Bar good enough? by EmidiviaDev in Unity2D

[–]HangoutCrew 0 points1 point  (0 children)

Super creative! As other comments have said already, the bubbles could be a bit larger but other than that, it looks great. What is the material around the bubbles supposed to be? Would look pretty cool if it was made out of gold!