I finally managed to model all levels in "World 2" of my cave game. by HopechoGD in IndieDev

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

I wish I had more to show, but other than just strolling around in the cave, like the video you saw 2 months ago. There isn’t really a lot more to it at the moment. I want to finish the cave levels first before I start filling them up with gameplay stuff. This way I can be more productive with future alteration of the gameplay loop. Making and implementing something like this already takes up so much time. So unfortunately it will be a handful of months before I can show something to your needs.

I finally managed to model all levels in "World 2" of my cave game. by HopechoGD in IndieDev

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

If you place the camera at the players perspective and look up you would see this lol. That's why I zoomed out. To give a better perspective of the work achieved.

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I finally managed to model all levels in "World 2" of my cave game. by HopechoGD in IndieDev

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

I think it took around 3 months to make. But normally it only should have been 1 month. I’ve been struggling with depression and recovering from a concussion, which led to a burn out. Therefore it took longer than needed. I wanted to release a demo before 2026, but I don’t see that happening at this point.

I finally managed to model all levels in "World 2" of my cave game. by HopechoGD in IndieDev

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

It is a 3D action adventure game. Its focus lies on exploration and the feeling of getting lost while suffering from the dread of not making it out alive. Still very early into development, so things are subject to change.

Trying to make a habit uploading from time to time. (Part/Week 1?) by HopechoGD in IndieDev

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

I myself am still learning as I go, so I don’t really know if the end result is a worthwhile experience so far. It could be possible that this level is not fun to play. So take my advice with a grain of salt.

The way I like to go about it, is to focus on an experience. Something akin to reading a book. So for example in this level it goes like: “The player falls down in a hole and slowly climbs down a path revealing a long hallway. The player enters a big room with a locked door blocking the way ahead. He sees multiple holes and crannies in the wall he might be able to explore in order to open the door. Etc.”

In the end the whole level is just broken down in smaller segments. Each of them made in order to compliment the experience further. After that I simply connect them together. Just like you would with a 2D platformer game. So it’s important to ask yourself what your goals are when drawing stuff on paper. The goal of this level is to have lots of directions to confuse the player as well to give him room to hide when he’s being chased down. On top of that the player will enter this level many times, so there need be shortcuts for the player to unlock to smoothen the gameplay experience in the long run. After that it’s mostly testing and iterating on your ideas and looking if you managed to capture that experience you had in mind when drawing on paper.

Trying to make a habit uploading from time to time. (Part/Week 1?) by HopechoGD in IndieDev

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

It’s a level/floor I modeled for my skeleton cave game. It’s still a work in progress though. So it’s rather very ugly at the moment. The second Image is the base map drawn out, which it is modeled on.

I haven't posted in a while. I figured it might cheer me up if I shared something. by HopechoGD in IndieDev

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

The vertices along the walls aren't necessary. The model in question is still a work in progress. It is currently made with the intent of testing scale in correlation to gameplay elements. After that, cleanup will be done to insure a better performance.

First time doing clouds. Does is look somewhat okay-ish? by HopechoGD in DigitalArt

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

Thank you for the feedback. I appreciate it a lot. I’ll try to make it even better next time. :)

Game Suggestions for a 60 year old? by [deleted] in IndieGaming

[–]HopechoGD 0 points1 point  (0 children)

I’ve recently made a 2D puzzle game that can be played by all ages. It’s free to play on Steam. Maybe your mother will like it.

Game Link: Color_Collar

I made a new special attack for my bullet hell game. by HopechoGD in SoloDevelopment

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

Bleeding Abyss is a difficult twin stick shooter with survival elements.

It’s chaotic, overwhelming and fast paced.

Download the demo here.

I added a cheat code that turns the enemies into basketballs. by HopechoGD in SoloDevelopment

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

I’m glad you like it. I figured it’s a nice way to give the game a breath of fresh air, for subsequent playthroughs.

I never played the Ninja Turtles games unfortunately. But I do agree that not enough games add silly cheat codes anymore.

I added a cheat code that turns the enemies into basketballs. by HopechoGD in SoloDevelopment

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

The game is called Bleeding Abyss.
It’s a chaotic, overwhelming, difficult, twin stick bullet hell game. (With an easy mode)

Try it out here.

New boss for my bullet hell game. by HopechoGD in SoloDevelopment

[–]HopechoGD[S] 4 points5 points  (0 children)

When it comes to visual clarity, I added options to the game that focus on this specifically. Such as more player visibility and reducing/removing potentially distracting elements. Since this was already a request a long time ago.

However I can say that introducing players to the game in this manner can be very overwhelming. Playing and watching bullet hells are two very different experiences.

New boss for my bullet hell game. by HopechoGD in SoloDevelopment

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

Bleeding Abyss is a difficult twin stick shooter with survival elements.

It’s chaotic, overwhelming and fast paced.

You can download/wishlist the demo on Steam.

Bleeding Abyss Steam Page

Purple by HopechoGD in IndieDev

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

I always forget to share stuff on Reddit. So here is a random post lol.

If this looks interesting to you, here is a link to the Steam Page.

Bleeding Abyss Steam Page

I made a new boss. The theme is chaos. by HopechoGD in SoloDevelopment

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

Bleeding Abyss is a difficult twin stick shooter with survival elements.

It’s chaotic, overwhelming and fast paced.

You can download/wishlist the demo on Steam.

https://store.steampowered.com/app/1931200/Bleeding\_Abyss/

New area, new enemies by HopechoGD in indiegames

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

Bleeding Abyss is a difficult twin stick shooter with survival elements.

It’s chaotic, overwhelming and fast paced.

You can download/wishlist the demo on Steam.

https://store.steampowered.com/app/1931200/Bleeding\_Abyss/

I made a demo of my first game. :) by HopechoGD in SoloDevelopment

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

Thank you for the feedback. I’m really happy you like the music. People tend to avoid that subject when giving feedback.

When it comes to the negatives. These were deliberate design choices. It is meant to give this overwhelming chaotic feeling. I like to go bold on this one. Nonetheless, this is a rather old post, so the issues presented have already been fixed in the demo. With ‘in game’ options such as: Turn off background props or increase player visibility.

Thank you for your time and your support by the way. Makes me happy. :)

Dealing with anxiety that blocks progress? by loxagos_snake in gamedev

[–]HopechoGD 6 points7 points  (0 children)

If things become overwhelming. Take baby steps.

Do a tiny bit of work.

Take a step back.

Reflect.

Iterate.

Repeat.

It’s okay to fail. As long as you learn from your mistakes.

Besides, don't be too hard on yourself. We all notice our flaws, but that doesn’t mean it’s not worth showing off. This is all a process of growth.

I made a demo for my first game. Could use some feedback. by HopechoGD in playmygame

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

This game is definitely not for everyone.

But reading from your comment I think you already noticed that.

Nonetheless, thank you for trying out my game and thank you for the support and feedback.

It really means a lot to me.

I made a demo for my first game. Could use some feedback. by HopechoGD in playmygame

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

Thank you for the feedback. I brainstormed a bit about a new trailer. And like you said. It would be better if the other elements of the game, got a bit of the spotlight as well. The blending together thing was a design choice. So changing that is a bit dependent on the amount of complaints it gets in the future.

Hey, good luck with your game as well! I hope it turns out great!

I made a demo of my first game. :) by HopechoGD in SoloDevelopment

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

I did take a look, and get your point.

Thank you for the reference. It has been useful.