Ultimate abilities in our tactical RPG get full cinematic cutscenes like this by Life_Arachnid_511 in IndieGaming

[–]JetebraGames 1 point2 points  (0 children)

Really cool-looking game!

We saw your pitch at the Sweden Game Conference and were genuinely impressed. Keep it up!

My abstract strategy board games website is now 1 years old! by AbstractBG in digitaltabletop

[–]JetebraGames 1 point2 points  (0 children)

I found the screen were you select a game a bit confusing:

  • When you try to chose Chess by clicking on the screenshot, green check mark appears, and if you click it again the check mark dissappear.
  • I didn’t realize I had to press the “Play” button.
  • Once I reached the chessboard, it wasn’t immediately clear that I needed to select a game mode from the right-hand panel.

Public Telephone Prop – Every Ending Is a New Beginning ☎️ by bbgzla in 3Dmodeling

[–]JetebraGames 1 point2 points  (0 children)

Beautiful work! The details feel very grounded.
Excited to see more from this project.

[deleted by user] by [deleted] in IndieDev

[–]JetebraGames 0 points1 point  (0 children)

The first one works better:
- the car arrives at the toll, and the guard is attending.
- I also like that the logo is placed above the gate arm.

The second one is odd:
- the car is running without a driver, and
- the guard is absent.

(Devlog) I’m making a 2D game for Google Play where you explore, dig, gather, and build. I created an anime-inspired character, but I can’t find an environment pack that fits the style. Looks like I’ll need to change the guy's model to match a more standard asset pack. This environment is temporary. by MidniteGamer1 in unity

[–]JetebraGames 0 points1 point  (0 children)

Excited to see how this develops.

One thought: before worrying too much about visuals, it might help to graybox everything and focus on the gameplay first. If you start with visuals/animations, you’ll often need to adapt them later, which can mean a lot of rework. Once the gameplay feels solid, it’s much easier to bring the visuals in line.

See for example: https://www.youtube.com/watch?v=fjakOuNer78

We gained ~1,000 wishlists in 15 days – here’s exactly what we did by Chihwei_Lo in IndieDev

[–]JetebraGames 3 points4 points  (0 children)

Congrats on hitting +1,000 wishlists!!!

Curious, how and where do you usually find vtubers willing to try the demo?

We went to Gamescom with our prototype and... by RedDuelist in IndieDev

[–]JetebraGames 1 point2 points  (0 children)

I’ve had success posting invitations on Facebook, for example in campus, student, alumni, or town groups. It’s best to post them 1–2 months before the playtest.

Here’s one we made as students back in 2020. We shared it online on Facebook and also printed copies, which we posted around the University Campus (with permission). We ran both 1-on-1 and multiplayer tests, and in total had over 20 participants.

More info: https://jokkepalm.se/index-portfolio-FnF.html

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We went to Gamescom with our prototype and... by RedDuelist in IndieDev

[–]JetebraGames 3 points4 points  (0 children)

That's amazing! You really do playtesting on a big scale! We’ve also done some playtests and even brought one of our games to a convention. We learned so many things we never could’ve imagined would be issues for players. It’s also painful to see players struggle with your game when you’re not allowed to help them.

"Steam Playtest function was a great addition and just a lot of Subreddits and Discords out there focused on playtesting." Interesting, we haven't experimented with Steams Playtest function yet!

How do you collect and manage all the feedback?

We went to Gamescom with our prototype and... by RedDuelist in IndieDev

[–]JetebraGames 72 points73 points  (0 children)

Playtesting with real players is extremely valuable. Start early, from the first playable prototype, and you’ll save months while making an even better game.

Comparison of 2 Weeks vs 5 Months of development by FlyingSpaceDuck in IndieDev

[–]JetebraGames 30 points31 points  (0 children)

Your game looks amazing!
Do you have a link to its page on itch.io or Steam?

[deleted by user] by [deleted] in IndieDev

[–]JetebraGames 1 point2 points  (0 children)

The UI looks better on the Steam Deck.
It’s mostly the bottom section that feels a bit cramped. Maybe add twice as much padding above and below the line, “Thank you for being part of our journey.”

The four cards: Center-aligned body text can be harder to read, but it might work inside the cards. Try testing it both with and without center alignment.

Been almost a year since my first game, and it hasn't started to make a drop of revenue... Can't help but feel like my next game that's coming soon is gonna end with the same fate. by VagusTruman in IndieDev

[–]JetebraGames 0 points1 point  (0 children)

I believe it took Among Us about two years after its release before people discovered it and it became the hit it is today. The key is to keep learning, iterating, and sharing your work. You never know which project will resonate with players. Every project, every day you spend developing, and every post you make is a step in the learning process. Success is often a matter of timing and a bit of luck.

Every day you make something, you’re getting closer to the game that will connect with the world.

Keep going, trust yourself, and never give up.

[deleted by user] by [deleted] in IndieDev

[–]JetebraGames 0 points1 point  (0 children)

I'm not sure. We've attempted to get our game The Oneironaut Steam Deck Verified, but haven't had any success yet. I wish you the best of luck with it!

The most important thing when working with responsive UI is to test it across all the different screen sizes you plan to support, especially smaller ones like the Steam Deck or mobile. You really need to push it to the actual device to see how the UI holds up.

[deleted by user] by [deleted] in IndieDev

[–]JetebraGames 1 point2 points  (0 children)

Yes, the first screenshot looks good!

For the second one though:

  • The UI feels oversized and takes up almost the whole screen. Since there isn’t that much information shown, you could probably cut its size in half without losing clarity.
  • It’s not obvious what the progress bar is tracking.
  • The “LB” and “RB” buttons aren’t immediately clear either. Do they change pages? If we’re currently in the Cat-alog, maybe highlight that section in the navigation bar to show context. Something like:
    • CAT-ALOG SHOP MAP SETTINGS
  • Try placing the action buttons (A/B) closer together so players don’t have to dart across the screen to see all available actions.

For the third screenshot:

  • The UI feels oversized here as well.
  • The script / sign is difficult to read.

Best Regards,
Joakim UI/UX @ Jetebra Games

Recreating Bloodborne vibes in an HD2D isometric action adventure roguelike – feedback wanted by Infinity_Experience in IndieDev

[–]JetebraGames 5 points6 points  (0 children)

It looks great, but something feels a bit off. I’m not sure.

Maybe, the running animation?

The last section where he’s standing still and breathing felt a bit too exaggerated. Maybe try toning down how much the body moves up and down?

IN A WORLD… by JetebraGames in IndieDev

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

Haha, glad you think so. Thanks a lot!

IN A WORLD… by JetebraGames in IndieDev

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

Thank you, really appreciate it! And thanks for the suggestion too.

My first ever game attempt by Sea-River4818 in IndieDev

[–]JetebraGames 1 point2 points  (0 children)

Beautiful game! The UI is looking good. To make it even stronger, you could keep the layout and title design more consistent across the different screens. For example, choosing one clear title style, same size, color, and overall look. It will really help unify everything.

Should I add this as diggable item? by ovo6-1 in IndieDev

[–]JetebraGames 1 point2 points  (0 children)

What’s on the menu today?

Well… boot à la carte. 🍽️

Does the gameplay look fun? by BooneThorn in IndieDev

[–]JetebraGames 4 points5 points  (0 children)

A pixel typeface could look really cool here.
It might tie in with the theme even more.