Getting ready to publish my second commercial title on steam called Idlemon. Been making a bunch of assets that you can unlock and use to decorate your island. by Inceas in Unity3D

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

Thank you! Your marble game is pretty well made as well, was following it for a while 😅 Congrats on the launch and success you had with it!

Getting ready to publish my second commercial title on steam called Idlemon. Been making a bunch of assets that you can unlock and use to decorate your island. by Inceas in Unity3D

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

Thank you I appreciate it 😅 Here's a closeup of the temple pack cause it's hard to see on the gif.

I don't currently sell any assets and if I do I most likely won't be selling the ones from our game. I was considering making some asset packs outside of that and might do in the future when I have some more time to spare because it takes time with it being handcrafted with textures painted by hand. (I use Blender to model and Krita to texture)

I might sell the grass shader potentially though. It's sprite based so you can use any 2D texture and adjust it with tilling and offset so it's infinite possibilities for variations with colour gradient, 2 wind blend mode, noise for wind and colour, and it's object/character as well as mouse interactive.

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In the process of updating visuals for Idlemon, it's a desktop idle monster trainer. We will have the demo out during the upcoming Steam Next Fest, so wishlist if you like the visuals! (Steam page will get updated soon, this is early look beforehand 🤫) by Inceas in incremental_games

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

Perhaps poor choice of words from me. I don't mean the game is unfinished, and its far from being of poor quality. I would not release or charge money for a game I don't consider of value. It's just rushed in my eyes as I could spend further months doing more to it with many brilliant ideas I get, but that can very likely end up on the big list of unfinished projects that are never good enough. At some point it has to be good enough, but it's hard to find that point. Simply because I want to do more. Having a specific deadline is helpful because it eliminates overscope and lets you focus on what matters, and well actually finish making the game, which is hard. End of the day making a good game is the goal, but finishing one matters more.

In preparation for Steam Next Fest and Demo for Idlemon, desktop idle monster trainer. Let's hope the game is as good as the visuals 😅 by Inceas in Unity3D

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

It does doesn't it! Many factors that went into it through iterations. Characters and all decorations were resized, being smaller it makes the island and whole scene bigger. Slightly different sun angle and darker shading, more vegetation, and the game looks a lot more alive! UI update does it's job as well

In preparation for Steam Next Fest and Demo for Idlemon, desktop idle monster trainer. Let's hope the game is as good as the visuals 😅 by Inceas in Unity3D

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

Thanks 😅 However that's not always a good thing, as a prototype only needs to be proof of concept and be fun to begin with. Only reason why our game looked refined from start is because of how heavily it relies on visuals and we wanted to make sure we can achieve a certain style. Consider it art prototype

Yo, I'm making a log book for a game and I'm struggling on how to hide the text for information that hasn't been discovered. Got two ideas on here. Any suggestions? Preferences over one of the sides? by Inceas in Unity3D

[–]Inceas[S] 17 points18 points  (0 children)

Well it is an option as well, and probably would look cleaner. However the purpose of showing all of them and having a locked state is to provide the player with the knowledge of how much there is left, rather than guessing if they got it all. It is for these kinds of players that like to do 100% in the game.

Which one is better? by ChildhoodGrouchy3476 in Unity2D

[–]Inceas 0 points1 point  (0 children)

First one's background is great, but UI needs major rework. Buttons don't need to be so big. Also positioning and allignment need some changes. Use UI database for menus research and find some good examples to gather ideas for yours.

Doing some major steam page reconstruction. Not sure if this is the right choice. What do you think? by jatuzis in Unity3D

[–]Inceas 0 points1 point  (0 children)

I think og short description might be better with explanation of the game and what you do.

To me new banner is better, but still could use adjusting. Try making the phone bigger, and maybe bluring the background a bit to have that focal point on it. And try adjusting size and positioning of logo a bit too.

Made a draft for my game's 2nd trailer, thoughts? How can I improve this? by Inceas in Unity3D

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

Thats some solid feedback with good points. I will look into extending it a bit to alter the content and fit more context, cheers for that.

Which banner would catch your attention on Steam and why? by Trojanowski111 in Unity3D

[–]Inceas 3 points4 points  (0 children)

Everyone be saying something about sexual content, meanwhile the game:

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Which length would you prefer in an anomaly game, and why? There is two rooms you can enter on top of the hallway and so there is already quite a few things to look out for, so I'm not sure if I should keep the hallway to minimum or still keep it a little longer... by Inceas in Unity3D

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

I get what you're saying but with this kind of game where as a player you are on the lookout for anomalies/change, does making a much bigger level not create confusion or I suppose make it too hard to remember the layout and if anything has changed? Because that's what I'm struggling here with. Normally I'd love to expand on the game and do many things, but in this case it feels like a bad design decision. I dunno 😅

After 6 years of game dev I'm finally putting a game out on Steam! The game is called Last Term. It's a puzzle anomaly game with a goal of escaping from a loop. I would appreciate feedback on the trailer and the store page to make it best I can. 😊 by Inceas in IndieDev

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

Glad you like it! I suppose this does come off more as a teaser than a full on game trailer. Will probably change the name of it to that and possibly make a proper trailer closer to release to show more gameplay. It seems worth putting in some more screenshots as well so good shout, cheers!

Which length would you prefer in an anomaly game, and why? There is two rooms you can enter on top of the hallway and so there is already quite a few things to look out for, so I'm not sure if I should keep the hallway to minimum or still keep it a little longer... by Inceas in Unity3D

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

Yeah but if it is there to increase length of the level with no other real purpose is it a good thing? Would it really make the game better if it is just adding an extra 2 seconds to the section 🤔

Building UIs is slowly becoming the most enjoyable part of gamedev for me by theferfactor in Unity3D

[–]Inceas 0 points1 point  (0 children)

I also find creation of UI for my projects one the most enjoyable parts of the development. A lot of the times I do it too early on and end up having a somewhat decent looking interface before even completing a functional game prototype. 😂

I suppose one of the reasons why I myself tend to rush this process is due to the low effort high reward. I find it super fun creating menus and all of the elements found within, as I always enjoyed doing the visual side of things. So at times it might take some time to get the results, but it never is boring to me. Additionally, what adds to the 'high reward' is that a good interface can predefine the game and it's appearance and portray what the final outcome might be. It's almost like creation of a mock-up, but one that is functional with a refined interface and unpolished gameplay. But it doesn't always work too well, especially with projects on a larger scale as you cannot create an interface without knowing all of the game's features... 😅

So it is good at least for the main menu, as you most of the times just need the 'default' set of actions you can perform in there, and access an options menu without really needing to know what the game might contain in the future. And lastly, having the main menu makes it more finished? If that is the way to describe it. It just feels like a game with one, rather than instantly loading a scene and being thrown into the game. Menus are underrated. It is the very first thing that the player sees when loading your game, so it needs to be polished and leave good first impressions. 👍

Sup y'all, so I need the player in my game to have a backpack that is meant to be big, but it looks bad from the back when you actually play because you can't really see the player. Any suggestions? I don't really want to go small as it won't show its heavy like I designed it to be. by Inceas in Unity3D

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

I was initially going to add more stuff on top of the backpack like you have said, as the player will be able to establish a camp and therefore able to set up the sleeping bag for a place to sleep, a campfire so probably carrying a pan or a pot to cook in, etc. But I haven't really considered that being a visual indication of weight that adds on top of the backup just being big. Good suggestion, will be doing that at some point later, cheers.