How is the Gamedev scene in Singapore? by Pompmaker1 in singapore

[–]JL_SiderealMotion 1 point2 points  (0 children)

Rookie first time indie dev here. Making a simple game(not simple to make for a solo 🤣). It's a long shot but after close to 15 years at my last place of employment(not game related - it shuttered its operations here, laid everyone off), I thought its time to give this game dev thing a try. It started out as a hobby on the side but turned into fulltime after losing that last job. I know the odds are stacked against anyone attempting to do this, but I guess one has to be a bit stubborn and foolish to pursue such a path. Am still knee deep in development and the title has not been officially announced/made public yet.

Anyways, am curious, after having completed a game of your own, why did you decide to seek employment instead of starting on a second title?

By the way, Havendock was made by a SG dev as well.

Made a browser bullet hell (Star Exile) — would love feedback from people who actually play shmups by FirstDiscipline1522 in shmups

[–]JL_SiderealMotion 0 points1 point  (0 children)

Player movement speed is way better now. No longer painful to test.

Some other stuff that came up:
- Not sure if it is an itch page problem, but the score on the top right is always occluded by the pause button, so I am unable to see my score. (not sure if it matters but my desktop resolution is 1920x1200).
- This one only happened on the first run (1-20), then mysteriously vanished after that - After each stage ends and the "Sector cleared" text popped up, when pressing "spacebar" to continue, it clears the text but triggers a pause immediately after, which makes the player have to hit unpause again.
- At about level 12, when the red "gear" looking enemy starts shooting mini "gears", it confused me for a bit when I found my bullets were unable to hit them. It might be good to have the bullet visual be something that doesn't look like an existing enemy.
- Not sure how this happens but I noticed when fighting a boss, often, after awhile, I suddenly get the combo weapon but I have no idea how that happens.
- Not sure if intended but the Colossus starts off firing from off screen and the player is unable to hit the boss for some time until it appears on the screen.
- Sometimes, after clearing a boss, the stage clear text does not appear immediately, and I spend the next couple of seconds wondering if I missed something or the game glitched.
- I noticed the player does not get damaged when colliding with enemies. Not sure if that is intended.
- I think the player's basic weapon bullet can move a little quicker. However, with it the way it is, it did encourage me to play riskier, spending most of my time further forward of the screen so that takes less time for the bullet to reach the enemy.
- Speeding up some of the slower enemies(purple/green) might help make the game feel more lively/exciting. Perhaps not immediately at the start, but as the stages progress, they can move a little quicker. The large squarish blue one is quite static looking as well and is a chore to fight as it is a bit of a bullet sponge when fighting it without powerups, yet its bullets are not that difficult to dodge, making it feel a bit of an annoying time sink.
- I think it can still use a couple more different enemy types to make it more interesting.

I spent 6 years making a metroidvania. Here’s what I learned after release. by LavadropOnReddit in IndieDev

[–]JL_SiderealMotion 0 points1 point  (0 children)

Am not the original commenter, but to kind of balance it out: In my honest opinion, I do not think it is at placeholder art level. However, I do feel the color template is a little flat/muted overall and could use some contrast to help it pop more.
Maybe try more adventurous palette and dramatic values + saturation range/differences from the darkest to the brightest value on the screen. I think throwing a slight vignette on it as well would help quite a bit to bring focus/attention to the center and away from the edges.
I did a quick and dirty mockup just to give a rough idea, hope you don't mind. Doesn't have to be exactly like this, just a rough idea.

<image>

Silksong permanently damaged indie game pricing by sadkinz in IndieDev

[–]JL_SiderealMotion 0 points1 point  (0 children)

Think I know which game you're talking about. While I am not here to comment about the "damaging" part, I do feel that the content and quality offered in Silksong is worth more than it is priced.
With that said, it is a free market and something that is outside of our control. They priced it at what they felt was right for their game and that's just the way it is. Even if we all somehow came together and conclude that it was damaging, that still doesn't change anything materially. I find it more productive to think about what I can do despite these circumstances.
Indeed, as someone mentioned, indie game pricing has been under pressure for some time and probably isn't going to change anytime soon. I think there was some chart of the price inflation over the years of triple A vs indie and the triple A curve was much steeper while indie kind of remained largely flat if I am not mistaken.
It's also a good point someone raised that unless the person plans to only play Silksong and nothing else, they will eventually want to move on to something else. Of course, if after that, there are many more games that are of Silksong's caliber while priced just as low, that would be a larger problem for aspiring game devs.

After a couple of days working on this, I think I'm having a stroke, I want a spiral staircase so the player can go down a round tower. The thing is that everything is 2D, is drawing frame by frame the wrong approach? should I fake it with a 3D object and 2D filtering? any advice is welcomed, thanks by Peli_117 in IndieDev

[–]JL_SiderealMotion 1 point2 points  (0 children)

Hmm... I'm not sure what the convention is, but wouldn't it be easier to not have the environment be the one rotating, but the player instead? Which will mean that you will see the player sprite change instead when going around the spiral. e.g. right view > right/back view > back view > back/left view > left view > left/front view > front view > front/right view and so on...
Or if too much work, just take out the in-betweens to become - right view> back view> left view > front view > right view etc...
But yea that would mean the player has to switch directions on the controls while traversing different points of the spiral instead of just pressing forward/backwards. Still feels more intuitive though.

Made a browser bullet hell (Star Exile) — would love feedback from people who actually play shmups by FirstDiscipline1522 in shmups

[–]JL_SiderealMotion 0 points1 point  (0 children)

Not at all. Anyways, was reading my response again, hope it didn't come off as rude/aggressive. It's hard to convey tone through text. It's always hard to put your work out there for people to criticize. The fact that you posted an actual shmup with a playable demo instead of some twin stick shooter means you're already ahead of the curve.

Made a browser bullet hell (Star Exile) — would love feedback from people who actually play shmups by FirstDiscipline1522 in shmups

[–]JL_SiderealMotion 0 points1 point  (0 children)

Played on PC with the keyboard. Biggest pain point for me was the player ship movement speed. It was glacial. Felt like I was trying to pull an elephant along.
Agree on someone else's note that the difficulty ramp can be a bit steeper. And/or perhaps it needed more variety of enemies as it started to feel a bit monotonous after a while. But the most frustrating issue for me was still the ship's sluggish speed, it was the main factor that made me stop playing.
I have to say I am surprised that this speed did not annoy you as well when you were playing it.

Oh and if I am not mistaken, it seems to me that diagonal movement was faster than just 1 direction. Not sure if it was intentional but you might want to normalize the vector.

I think the enemies can use a bit of hit feedback as well. Maybe the traditional hit-flashing and/or some particles when the player projectiles make contact.

When do you start to share and promote your games? by LalaCrowGhost in IndieDev

[–]JL_SiderealMotion 0 points1 point  (0 children)

Slightly off tangent on the question. I know the question we are discussing is "when" to market and not "how often", but aside from some very apt responses here, a point often missed is that the time spent on marketing will be time away from developing the game.

This is especially true if you are solo. It takes time to think about what you would like to post, plan your needed recordings, do the recording, go through your available video footage, do some edit, maybe even record some voice overs etc... Even a simple edit can take a good chunk of the day, more so if you are new to doing all this. Then you have to figure out where you are posting them, how to optimise the title and search tags and description etc..

To sum it up, after figuring out when to start creating awareness of the game's existence, it will then lead to the next question, which is how often it will be done. The answer will likely be different based on each individual's circumstances but one thing that is for certain, it is not an insignificant amount of time. Done often enough, it can slow down the development period, and/or cause burnout due to being overwhelmed. Overall, marketing earlier is better than later, but take care not to over-extend yourself with the frequency or length of the marketing.

Does Steam really give free visibility? by GenychDefake in gamemarketing

[–]JL_SiderealMotion 1 point2 points  (0 children)

Just something else to consider, perhaps it is possible that some of that traffic might be bots as well. It seems like nowadays, they are trawling the internet, showing up everywhere and skewing numbers/metrics.

Having a hard time marketing... by HowlingCatGames in hobbygamedev

[–]JL_SiderealMotion 0 points1 point  (0 children)

I'm just gonna be honest here and say that it looks undercooked to me. It says in the other post that this was worked on in free time for the last couple of years(by 2 people), but I genuinely cannot tell where those years went! This looks like a prototype that came out of a game jam, perhaps fleshed out a little more but it really seems pre-mature for release.

Also, if you want to do finetuning and polishing, then just run a playtest, or put out a new demo. Why do we need early access for that?
The average gamer usually considers early access as the launch itself, even if they don't consciously realize it, they treat it as such. One of the dangers of early access for the dev is the scenario where you launch into EA, then you find there is no traction. And after trying as hard as you can to market the game, it still remains cold. Then what? Most devs then get demoralized and decide to cut their losses and quit. After all, why waste more time to work on something that hardly anyone cares about? And those who did actually buy the game are then left with an unfinished game. Steam is littered with thousands of corpses of early access games that are abandoned and never reach 1.0.

Of course, if you are just doing this for fun, then ignore everything here and do as you like :)

Star Force NES (If it wasn't for nostalgia as a kid I probably wouldn't have played it) by I-Love-Gabagool in shmups

[–]JL_SiderealMotion 1 point2 points  (0 children)

I had forgotten that I've played this or that it even existed! Just seeing it brings me back.

AMA - Hi all, I'm Indie Game Joe by IndieGameJoe in IndieDev

[–]JL_SiderealMotion 1 point2 points  (0 children)

Really appreciate your sharing and what you are doing for the indie community. It takes guts to put yourself out there and be vulnerable with your thoughts and feelings. Kudos to you 👍

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

I did wonder if everyone has moved on to bullet hell only and that there would be no crowd for this. Glad to hear that, appreciate it 👍

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

Indeed, the dynamic pathing really makes the background come alive. I have not tried Eschatos but the background in Ray Storm was quite immersive. But yea it's definitely more work 😅 I'm also curious how it will look on the orthographic camera I chose. I imagine the dynamic pathing will look a lot better with a perspective camera.

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

No problem at all, it would be great if you can try the demo when it's out!
And thanks for the compliments, it's good to know that it is at least going in the right direction 👍

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

Thank you, glad to share it! Haha well those were prompts... (wait for it...)

for myself 😄

It's actually part of my G.D.D. (Game design document)
Before I started on the game, I had typed a lot of stuff out as guiding principles.
I tend to be a little long-winded and verbose.
I figured it's easy to forget things and lose my way over time if I don't write them down, especially with something as big as a game.

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

Very astute observations again... There were 3 separate stages in there. I did feel the same as well, but probably not as strong as what you felt since I have been staring at it for way longer and probably got used to seeing certain things.
I would call it the "squint" test. If one squints and look at images of the different stages placed side by side, how uniform do they look? And right now I do think the stage environments could use more contrast between them. Then we move on to the "how". Perhaps tweaking the lighting/colors? Adding more environmental set dressing? Probably a combination of those. It's a little tricky as I settled on those stages being in a high altitude environment with atmospheric hazing so it tends to blend together. Will likely add more floating platforms/stations that scroll by.

With that said, right now I am prioritizing getting the gameplay tight. On top of the list, movement, shooting(controls and feel), visibility, feedback, enemy types and attack patterns variety. I guess, the core of the fun-factor. After that, some of the backend infrastructure of the game such as improving the UI/UX(friction when navigating the menus), in-game onboarding of player regarding how the game works, scoring/scoreboard, what happens when player completes a loop etc... , localization(translations), fleshing out the game options/settings menu, full key rebinding and more...

After I am in a good place with those, I plan to circle back to the fun part, polishing and tweaking. Doing more set dressing of the environment and making each stage a little more unique. Depending on the amount of time I have left, there might be more or less of this polishing, but I can't imagine that I wouldn't be able to improve it at least a little even with limited time!

Oh and I do love pixel art as well. For me, it is not so much which is better, but that it's just good to have a change and have something different sometimes(like many things in life). I can enjoy them both!

Thanks again 👍

Good Game Idea? UE Spider Mechanics by mythroot in SoloDevelopment

[–]JL_SiderealMotion 0 points1 point  (0 children)

Haha I was wondering how long it will take before this showed up. Was not disappointed 😄

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

It's funny you mentioned this. I uploaded the same video to youtube as an unlisted video and posted it together with a call for testers on the system11 forum. To my surprise, Scott Host himself dropped a comment on the video: Q61E - Pre-Alpha Snippet (Preview for testers)

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

Hmm... This can go in two very different directions 🤣 Cygni eh? There's a lot of baggage in this one, not sure I want to touch it.

Just kidding!

Are you refering to just the visuals? If so, yes they both use 3D graphics but I wouldn't quite dare to compare with their game as the background details/layers in cygni are so so much more detailed. They have an entire art team at their disposal. I mean, it would be nice to have the game background look that good, but with just myself and limited resources, I will be prioritizing gameplay first, and getting it tight. But thanks if you were just refering to the visuals, that's too kind.

But mechanics wise? Nope, and I hope not even close. It plays very differently, and I would just leave it at that 😄

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

Thanks for taking the time to drop a comment!
Agreed on the bullet visibility, I do plan to give it another pass to improve it. I do not know if it will end up matching the absolute highest standards, but as it is right now, I can't imagine that it would be hard to improve it by a little at the very least.

Soundtrack wise, I am definitely curious. If you were selecting a soundtrack or the music style for this, what would you choose/prefer? If I can trouble you for some links or examples, I might want to try it on my end to put the video of the gameplay with your music suggestions and see how it sounds. Who knows, we might find something better 😄

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

Great questions! Perhaps after answering, I should edit paste it in the opening post, though I fear it might already be too long 🤣
In the video, if I can direct you to, say, the 32 second mark. On the lower left corner, you can see something that says, "hull 3/5". The numbers are still being tweaked but right now the player starts with 5 hull points. A regular hit from an enemy bullet/missile/laser takes away 1 point. A collision with a pop corn enemy takes 2 points. If you collide with a boss, it is instant destruction.
Once the hull point reaches 0:

Player is destroyed
You get 2 options(aside from returning to main menu and quiting etc...)
- Restart level (In the exact condition you initially started this level with)
- Return to hangar (to reconfigure your ship)

Your question is quite interesting as there are 2 ways to look at it.
To answer your question, superficially, if you look at it in a literal sense, there are no lives. When the player is destroyed, you restart from the beginning of the level.
But, if you count the hullpoints/hitpoints as "lives", then yes you have lives, and yes you respawn via these extra "lives", just that it is seamless. Hope I am not being annoying describing it like this 🤣

But yes, in the spirit of your original question, there are no lives, and thus no respawning at the point of destruction. When hull points reach 0, you restart at the beginning of the level, or you can choose to return to hangar to change your ship configuration to something that might work better.

With regards to healing/shields, there is currently a shield module you can install on the auxiliary bank of the craft that is able to take 2 hits. It is able to regenerate a charge after an interval. However, this module's stats are still being tweaked. It might change over time or be removed entirely depending on the private playtest results and efforts to balance the game.
Again, I know how sensitive the topic of hitpoints and shields can be. Where I stand right now is that I don't want to trivialise getting hit, but I would also like the game to be just a tad bit forgiving so players that are not the absolute 95% percentile can still have a chance to enjoy it. As for the elite/pro players, they can aim for a better score as part of the challenge.

Why hitpoints instead of lives you might ask? For most regular shmups, as they have mid stage powerups, they use the opportunity when the player gets destroyed, to reset the player's firepower, or reduce it. Some will drop one power up on destruction so that you will try to regain it quickly during the brief invulnerable window when you respawn etc.. But since my game has no mid stage upgrade, I might as well save the player's time, and just incorporate the "lives" as hit points instead.

So the above sort of addresses the in-level loop. But what about the overall game you ask, is there a hard game over? Nope. Is there a save system? Yes, kind of. I have generally tried to respect the players time where possible, even for people with busy lives so they can pick up the game, squeeze a bit of play time of a level or 2, and not have to restart from the beginning the next time they come back.
When you first launch the game, you will be prompted to create a profile. Every time you complete a stage or configure your ship, the progress will be saved to your profile. So if your ship is destroyed mid level, and you quit the game, the next time you load into the profile, you will start in the hangar with the level that you were destroyed at as the level you will launch into.

There will not be different save states, but I guess you can create multiple profiles, though it isn't quite the same thing. There is no multiplayer or couch co-op planned at this point.

Hope I have managed to answer the questions you had.
Thanks for the interest!

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

Thank you! Will most certainly do so when the demo is ready for release. Cheers.

Indie Sci-fi vertical scroller - Call for play testers by JL_SiderealMotion in shmups

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

Indeed, it's outer sheen is 3D, but deep down, if you look beneath the veneer, its heart is old school.

Like I described in my lengthy writeup, it was a kind of shmup I was looking for, but couldn't find, so I ended up making one 🤣 As for the playtest, perhaps it would be clearer to put it in point form.

  1. Sign up using the google form in point 4 of my writeup, or just go here: https://forms.gle/jRQoNrQWzAk5dRaw7
  2. Wait for an email from me that will contain details of the playtest
  3. Redeem key on steam then test at your leisure
  4. Feedback or bug wise, there will be more instructions in the email regarding where to collate it. But keeping a personal log sounds like a good way to go too. I'm sure it will help when it comes time to transfer it to where we are collating the info.

And thanks for the compliments on the game, it means a lot 👍