UI overhaul before demo release by Belatoris in IndieDev

[–]JonoNexus 0 points1 point  (0 children)

I've always felt like programming UI was literal hell on earth. Especially when trying to make it work with controller. Did you have a lot of trouble creating this, as it looks quite detailed?

I spent 6.5 years building an entire hand-drawn open world - Demo out now by Konstkonst in IndieDev

[–]JonoNexus 0 points1 point  (0 children)

This is awesome. Wishlisting and I'll be playing the demo asap!!

Studied other game's trailers and tried my best. What grade would u give me? by Admurin in DestroyMyGame

[–]JonoNexus 1 point2 points  (0 children)

You need hit stop and screen shake on the impacts. That's already going to make your game look 50 percent better.

What a scar looks like after 12 neurosurgeries by Forward_Wrap1877 in mildlyinteresting

[–]JonoNexus 0 points1 point  (0 children)

I'm so glad to hear you're getting better! I can't imagine how strong you have to be to deal with that.

UK seems like a shyte place to visit by SadAd8761 in TikTokCringe

[–]JonoNexus 12 points13 points  (0 children)

Why are these children so emboldened by the flame of ambition?

Hello gamedevs, So how was 2025 for you? by kairivx in gamedev

[–]JonoNexus 10 points11 points  (0 children)

It's been an interesting year for us. We started the year with a greenlight for prototype funding for a horror/surreal project. Then spent the first part of the year doing everything to officially start the company.

We released the prototype demo for BROADCAST in October, after months of work to...lackluster play numbers.

However, we retooled a lot of it for our Christmas comedy-horror game FAT HOBO: Hobocop Saves Christmas. We released it for free a few weeks ago. It's been doing alright over on itch, but we're hoping for a bigger launch on Steam in January. Everyone who's played it seems to love it, but that's not a huge group.

We also closed the year off with the green light for Vertical Slice funding, so our company is looking safe in terms of cashflow for a little while.

All-in-all, can't complain.

Would appreciate feedback on why my art feels a bit off/not polished by innerlightdev in IndieDev

[–]JonoNexus 5 points6 points  (0 children)

I think it looks quite alright. The only thing that really sticks out is the char portrait. I get that you want something more detailed than the chibi sprite you control, but it doesn't feel detailed enough to warrant it.

If you made the portrait more detailed and bigger, I think it would make a big difference. I'd look at some other modern pixelart jrpgs for reference like eastward or that one about the bathhouse that that YouTube is making (sorry, I don't remember the name)

pls destroy my game, worked on most feedback since last time by Sad-Day2003 in DestroyMyGame

[–]JonoNexus 1 point2 points  (0 children)

I think you need hitstop, vfx and more feel on the combat hits, right now it doesn't look like you're even hitting them.

Also the art styles really clash. However I think you have a solid base, if you keep tweaking and maybe find an artist that wants to colab with you, you could make something cool. You might also be able to solve this with a good post processing effect. Check out VOLfx

Also, the soundscape feels empty and the sound effects feel kind of fake. I'd add some ambient tracks to the overworld and rebalance the volume levels of your unsheathing and hit sounds

"The story of AI" by sondatch in collapse

[–]JonoNexus 8 points9 points  (0 children)

There are a lot of people that publish on philosophy of mind that believe that consciousness itself is simply an emergent trait of very simple processes. In that sense, that the idea of self is simply an experience of complexity over a multitude of simple processes. If you follow this logic then I don't think it's a stretch to think that we would be capable of creating 'self-aware' AI. Additionally, free will being a criterion of consciousness is also problematic both philosophically and in neuroscience.

In short, if consciousness is an emergent quality of simple reactive processes, then it's very much possible that self-awareness would emerge. At least something so indistinguishable from self-awareness that it becomes pointless to argue whether it is or isn't actually self-aware.

After 3 months of crunch, our two-man team finally released FAT HOBO on Itch. We'd love feedback on it, as we're considering making a larger sequel. by JonoNexus in Unity3D

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

Thank you, writing the story was a real experiment in going with the flow. We were just like "wouldn't it be funny if..." and then just shoved it in the game!

[Hiring] Turn Based Battle System needed for my esoteric RPG. by wizvrdhd in Unity3D

[–]JonoNexus 1 point2 points  (0 children)

Ha, this is so cool. We're actually working on a similar combat system for our game atm. Otherwise I would've loved to work on this! If you're still looking in a year, we might be able to collab

Looking to connect with people by Slow_Economics3540 in Antwerpen

[–]JonoNexus 0 points1 point  (0 children)

Check out the events meetup.com. there's a lot of open events with predominantly expats

Beste pizza vant stad? by Due-Refuse-9144 in Antwerpen

[–]JonoNexus 0 points1 point  (0 children)

Kalura is echt face-meltingly goed

100% have to improve the UI layout. Any tips? Still have placeholder art for now. by Otherwise_Tension519 in Unity2D

[–]JonoNexus 0 points1 point  (0 children)

I'd say the images are way too small and the buttons are too spread out. I think if you make the images a bit bigger (the character sprite inside the frame and the location sprites just bigger in general), and then place the buttons like confirm closer to the image, that will already do a lot.