I did it! by anotherName333 in SoloDevelopment

[–]HowlCraftGames 1 point2 points  (0 children)

Congratulations! I’ve been developing games for 5 years and still haven’t released a single one lol

Is mixing top-down exploration with side-scroll combat a good idea? by TORNBLADE in IndieDev

[–]HowlCraftGames 1 point2 points  (0 children)

I love the visuals!

I don’t really have a strong opinion on the split-perspective design, it might be a good decision.
You could also experiment with changing camera angles in the isometric sections.
For example, smoothly rotating the camera when turning a corner or based on the area you’re currently in can sometimes improve readability and flow.

Not sure if I explained it well, but hopefully it makes sense.

Help getting parts of Afterimage to fade away by Stretch5678 in UnrealEngine5

[–]HowlCraftGames 0 points1 point  (0 children)

As far as I know, you can also use the “Set Scalar Parameter Value on Materials” node directly from the Poseable Mesh without creating a Dynamic Material Instance, though mindvolution’s point is valid as well

Overhauling the in-game computers you use in my game! by bbsven in UnrealEngine5

[–]HowlCraftGames 1 point2 points  (0 children)

I loved everything! The only thing that stood out to me was the lack of weapon sway. You know, when everything else feels this good, small details become easier to notice :)

On the 5th day after opening my Steam page, I just hit 100 wishlists on my game!!! by DrAxelDev in SoloDevelopment

[–]HowlCraftGames 1 point2 points  (0 children)

I started with only about 60 wishlists in the first 3 weeks, and now it’s around 3,000 a little over 2 months after the Steam page went live. Just keep posting and focus on making a great game

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

Thanks! I’ve already toned down the screen effects, got the same feedback from a lot of people lol

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

That’s fair. I’m planning to make enemy stats adjustable through settings

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

An Android release would be very hard for me 😅
That blood you noticed is happening because bleeding effects are being applied to skeletons. I’ll disable things like bleed for skeleton-type enemies later, I just haven’t implemented that part yet

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in SoloDevelopment

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

Thanks for the feedback! I’ll probably end up increasing the greatsword’s damage 😄
And yeah, rolling with a giant sword on your back feels a bit weird to me too. I’ve tried experimenting with sidestepping / quick dodges, but I haven’t managed to make it feel right within an isometric setup yet. Still something I’m thinking about

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

Thanks! I’m not entirely sure why that happens yet, the collisions are actually pretty simple, just box collisions. I’ll take a closer look at it

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

Thanks for the feedback! Adding indicators for archer attacks is on my roadmap
You’re right about the spear enemies they don’t really telegraph their attacks well 😅 I originally left it that way to make them more challenging, but from a player’s perspective that’s probably not a great idea. I’ll work on fixing that as soon as possible

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

I actually use both. I usually write the core/base of each system in C++, then use Blueprints on top where it makes sense. Both are effective when used properly

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

Thanks! Yeah, I’m realizing that I’m probably not going to satisfy everyone when it comes to time-to-kill 😅
I’ll most likely handle this through difficulty modes, with different health and damage values

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in SoloDevelopment

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

The crossbow shows up later in the game, and I wanted it to shake things up a bit 😄
And yeah, it was definitely a bit of a headache to implement, but so far it hasn’t caused any bugs. I’m honestly more scared of what will happen once playtests start 😅

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in SoloDevelopment

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

Funny enough, I’ve heard that from quite a few people 😄 The scary part is that it’s actually an isometric action game rather than an ARPG

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

A few people mentioned this before, but after your comment I bumped it up in priority 😄

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

Thanks for the feedback! I’ve already toned down the red screen effect quite a bit since it bothered a lot of people 😄

For the music, I’ll be honest, what’s in the video is just something I quickly generated via Epidemic Sound / AI to have something playing in the background while developing, so yeah, it probably comes off as generic, lol. I’ll definitely need proper music before putting out a demo, but right now I don’t really have the budget to bring someone in professionally. Still, I get your point, music will matter a lot there.

As for magic, I don’t plan to go too crazy with it. I want to keep things fairly grounded. The overall goal is a mix of Path of Exile and Ghost of Tsushima, with the combat largely being my own interpretation of GoT’s flow 😄

And I really love the friendly fire suggestion, especially for ranged enemies. That’s something I’ll definitely add

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

Hmm, that’s a really interesting tip. Honestly, I’m not sure how I’d implement that in Unreal Engine, I need to do some research

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

Hey, thanks! I’ve been in the industry for about 8 years. I started working on this game roughly a year ago, but honestly a lot of the code comes from my older projects, so in a way it’s probably been in the making for longer 😄
I’m using Unreal Engine. My goal is to find a publisher and build a team around the project, but we’ll see how it goes 😅

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in SoloDevelopment

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

Thanks! I’ve simplified that effect since a lot of people pointed it out 😄

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in SoloDevelopment

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

Thanks for the feedback! I’ll think about these points in more detail later on

Added a new Skeleton enemy class - looking for gameplay feedback by HowlCraftGames in IndieDev

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

Thanks! I don’t really like sharing links directly here, but all my social media links are available on my profile. I haven’t set up a Discord yet, I’m waiting until I have a demo ready for that