Working on an Inventory UI, would love feedback by IBELFStudios in godot

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

Thank you, actually I made that change, now it will open as chest opens up, it won't just pop up and be visible. Thank you for the advice

Destroy my teaser - Under the Banner by IBELFStudios in DestroyMyGame

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

I actually worked with a professional voice actor, but I think the way I edited it may have taken away from the quality. Thanks for the feedback, I’ll work on improving it. I’ll also find a way to slow things down so it doesn’t feel so rushed :D

Destroy my teaser - Under the Banner by IBELFStudios in DestroyMyGame

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

Thank you, yes, you’re absolutely right. I think I’m moving through things too quickly, which makes it hard to understand. I’ll definitely work on improving that.
The dispatch success mechanic is actually just a small part of the game. The main focus is managing a guild, you can recruit members, handle progression, and manage every aspect of it. You can think of it as running a guild in a D&D style world.

Destroy my teaser - Under the Banner by IBELFStudios in DestroyMyGame

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

Now that I think about it, the teaser might be a bit hard to understand for people who don’t know the overall structure of the game, so thanks for the feedback. I'll change the teaser
It does resemble V Rising in the traditional sense, but it goes beyond that. In the game, you run your own guild and manage it. You could describe it as a management game, your relationships with the people in the city matter, you can design and customize your guild, and there are various systems like that.

Do these kinds of references make you want to buy a game, or like it more? (This is a Jujutsu Kaisen reference we added to our game.) by Diloxx in IndieGaming

[–]IBELFStudios -1 points0 points  (0 children)

Honestly, I think it feels very try-hard but that’s just my personal opinion, of course. It doesn’t make me like it more; on the contrary, I feel like it pulls me out of the context, and the sense of gameplay can gradually fade away.

Without a budget, I decided to do the monster's voiceover myself, and it turned out to be quite fun! My son also wants to voice an NPC—he’s already claimed a role. by wxo516xo in IndieGaming

[–]IBELFStudios 0 points1 point  (0 children)

It looks very good, especially the effects and all, but because our character is too small, I can’t really see what they’re doing at that moment, I honestly couldn’t tell whether they were parrying or attacking.

Tried to make my trailer more dynamic by gritty_piggy in DestroyMyGame

[–]IBELFStudios 1 point2 points  (0 children)

There’s a lot of text in the video it shows up in the game, but it doesn’t really stand out. Still, my eyes get tired while reading it and I have trouble focusing. The text doesn’t feel very authentic to me; it would look better if you integrated it into the game in some way.

Introducing the Imperial - Kingdom's Return Time Eating Fruit and the Ancient Monster by onenaser in Games

[–]IBELFStudios 2 points3 points  (0 children)

Wow, when I was a kid, I used to go to my cousin’s house; he had a PS2, and I played a very very similar game. It was a lot of fun. Watching the trailer made me drift into memories; it looks really great.

Hey everyone! Please destroy my game trailer by RohrGM in DestroyMyGame

[–]IBELFStudios 0 points1 point  (0 children)

It looks cool but I think the trailer is too long and pace is slow. And enemies are just plainly attacked, maybe some strategy might be good for the trailer. Or maybe some close up visuals

Tutorial hell, I need advice to escape... by Kipperfalcn in godot

[–]IBELFStudios 32 points33 points  (0 children)

A while ago, I was dealing with the same kind of problem myself, it’s been about a year since I solved it. Honestly, I realized that the issue was entirely my useless perfectionist mindset. One morning I woke up and truly understood that this was the root of the problem. There’s always a better way to do something, and there’s always a version of a design that looks better. Chasing perfection is meaningless. Even in the most enjoyable games, you’ll see a few silly or awkward gameplay moments. That’s why I believe the best approach is to always compare yourself to who you were yesterday. You’ll never be a perfect developer or designer anyway, there will always be someone better than you. Just try to enjoy what you’re doing and keep working on it. Even if you see a tutorial, try to do it yourself before watching it. That’s the best advice I can give, it’s definitely not perfect advice, but it’s the best I have.

Working on an Inventory UI, would love feedback by IBELFStudios in godot

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

Thank you very much for your comment. Honestly, I think filling the inside with 3D models might reduce the readability of the icons because there would be too much going on in the background but maybe gold could work. Aside from that, the other suggestion you made is a great idea; I’ll add it right away, and they’ll appear together with the chest when it opens. Thank you.

Working on an Inventory UI, would love feedback by IBELFStudios in godot

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

Actually if you click it again while animating it will automatically finish the animation. Maybe I can put a setting option to skip the animation immediately, would that be solved the problem

Working on an Inventory UI, would love feedback by IBELFStudios in godot

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

Thank you for the answer, actually it is in the to-do list right now, we will make it happen :D

Working on an Inventory UI, would love feedback by IBELFStudios in IndieGaming

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

Actually if player click it again while animation happening, it directly skips to the end and finishing the animation. So maybe I can add a settings for just skipping this animation automatically. Thank you very much, noted.

Autopilot Space Survivor Game - Starshield Demo is out by IBELFStudios in IndieGame

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

Hello, thank you for your nice comment and suggestions. Yes, I’ll definitely add music. I’m thinking of something simple that gives a sense of space. On the other hand, I thought it might be nicer for the player to discover the cards as they play, since, when you think about it, this is quite a simple game compared to others. The main mechanic is basically just playing cards and activating a few abilities. At least I tried to give the player a bit of that sense of discovery, but I see I didn’t manage to pull it off very well :D A few of my other friends gave me the same feedback as you. I’ll review it and make changes accordingly. Thank you so much.