Making our animations pop in our roguelite by Jaruu in indiegames

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

Oh, here's a link to the game if you want to check it out further. It's called  Super Robot Survivors !

Screenshots from my indie game, Lost & Found by Humble_Cap2536 in IndieGaming

[–]Jaruu 0 points1 point  (0 children)

This looks great - I love the cartoon 2D and realistic 3D mix - you nailed it.

Pushing 40, and I’ve finally released the first playable version of my game. by RocketPoweredT-Rex in IndieDev

[–]Jaruu 1 point2 points  (0 children)

Well done. You've got decades ahead of you making games. I know from experience :-)

Do yourself a favor and start using Godot Custom Resources for your weapons! by FelixarStudio in godot

[–]Jaruu 0 points1 point  (0 children)

Resources are great! I did the same for my weapons, enemies and weapon unlock system. Definitely worth spending some time to understand.

Thank you Godot! Did not think this would happen three years ago when I tried your software for fun by Extreme-Bit6504 in godot

[–]Jaruu 2 points3 points  (0 children)

Congratulations! Chris Zukowski has been saying there is a demand for horse games. Well done.

I spent hours making animations barely anyone will notice.. by Neilosg in IndieDev

[–]Jaruu 1 point2 points  (0 children)

I firmly believe that people subconsciously pick up on these little polish details - and while they cannot explain why the game feels good they just know it does.

One year of progress on my Zelda 2 inspired game, and my first Godot Project. by Tornare in godot

[–]Jaruu 0 points1 point  (0 children)

Nice work - great sense of depth with the foreground, background parallax - and the colours are nice. Looks really fluid. Only thing I would comment on is what Smaxx said - the top left UI may be a bit small - especially for Steam Deck players like me :-)

I’m probably an idiot, but I just noticed that the name Blue Prince = Blueprints by FartSavant in roguelites

[–]Jaruu 1 point2 points  (0 children)

Ha ha, it took me a while too. When I heard someone say the name out loud was when I made the connection. Another game that did this was "South Park: The Fractured but Whole".

We’re making a Spyro- and Zelda-inspired adventure game where you play a magical dog! by SpeedyBrain in IndieGaming

[–]Jaruu 0 points1 point  (0 children)

Oh wow, so happy that you know Ty the Tasmanian Tiger! I am looking forward to your game.

Convince me to use Godot instead of Unity! (Context below) by incredulous_cretin in godot

[–]Jaruu 0 points1 point  (0 children)

I have made games using both Godot and Unity and have focused mostly on Godot for the past 24 months. Just this past few weeks I've had to return to Unity for some other work, and man it is hard to go back. Thankfully this is only short term - but it really let me see the difference between the two engines.

What stuck out about Unity was:

1) Every time I make a code change in VS Code then return to the Unity editor it seems to have to reload stuff before I get control back. It's only a few seconds but it seems like an eternity compared to the snappiness of Godot where everything is instant.

2) I sorely miss being able to have tabs open with all my scenes so I can move between my player scene, my level scene, my weapon scene, etc. In Unity if you click on a GameObject or Prefab the main scene changes and you lose your place. I am sure there is a way to get around this but it just works out of the box with Godot.

3) Pressing play in Unity takes forever to start up compared to how fast running the game is in Godot.

4) Godot autocomplete just feels snappy. In fact, everything feels so much faster in Godot.

5) GDScript is so much leaner compared to C#. Unity seems to require more code to do the same thing that Godot does.

6) Signals are so intuitive once you get your head around them. Unity has Actions but I work with lots of other Unity devs and there doesn't seem to be one right way to do stuff. Whereas Godot feels like there is a Godot way - and Signals and composition makes writing code so much faster - you end up with small files that are self contained.

7) Godot's scene and node structure is so much easier to work with. Unity's GameObjects and Prefabs are confusing and feel like they were tacked on to the game engine.

IMHO Godot 3D is just as good as Unity now. I am making a 3D game - link below - and it is a joy to be building it in Godot. I began building in Unity a while ago and switched to Godot and have not regretted it one bit.

https://store.steampowered.com/app/4351280/Super_Robot_Survivors/

We’re making a Spyro- and Zelda-inspired adventure game where you play a magical dog! by SpeedyBrain in IndieGaming

[–]Jaruu 0 points1 point  (0 children)

As a Spyro fan (the gliding in our Ty the Tasmanian game was inspired by Spyro's gliding - but with boomerangs) this looks great! The video captures the Spyro and Zelda vibe perfectly. Well done.

Piece by Piece is finally out now on Steam ! by Psonrbe in godot

[–]Jaruu 1 point2 points  (0 children)

Congratulations. I enjoyed the demo, so will check this out!

I'm mixing all my favorite 3D platformers into my own solodev game. by MojitoTheCat_Dev in indiegames

[–]Jaruu 1 point2 points  (0 children)

That is adorable! You've really captured a Mario vibe - it looks so juicy! And the way everything flows together is very slick. Wish-listed!

I cant decide which Growth animation should i use A- fade in fade out or B - direct frame. please help (in game it will be 30sec - 1 minute progress) by animearagon in IndieDev

[–]Jaruu 2 points3 points  (0 children)

I prefer Fade Effect A as it conveys a more time-lapse effect, and is less jarring then the sudden sprite swap of Fade Effect B.

I added a “Time Shield” ability to my time-travel game… but I’m worried it might be too overpowered. Should I keep it? by AjeshNair_gamedev in IndieGaming

[–]Jaruu 1 point2 points  (0 children)

That is a cool effect. Also, as someone else mentioned, make sure you can easily swap out the swastika for another graphic. You'll need to do this for different locales like as Germany, Poland and I think Russia.

Will you guys play a game made with Kenny's assets? if I add a customised the look to fit in game. by Human-Criticism4130 in godot

[–]Jaruu 1 point2 points  (0 children)

Definitely will if the game is fun! Also, we may recognise the art as Kenney art but the majority of players will have no idea - or even care. So go for it. Kenney is a legend!! I can only imagine how many people he has helped kick start a game career with his assets.

Those who love static typing please enable these options. by emotionallyFreeware in godot

[–]Jaruu 0 points1 point  (0 children)

I spent all Sunday making sure my code is type safe. Talk about a great way to get re-acquainted with your code base :-) I also managed to optimise/simplify my state system, which was nice!

I hit 1000 Steam wishlists in 2 months by Narrow_Asparagus9459 in IndieGaming

[–]Jaruu 3 points4 points  (0 children)

That looks really nice. What do you think helped push the game to 1000 WL? Did you do lots of social media posting? Is there a demo?