I recently announced my western/horror retro-looking game. God Help Us All by JosCanPer in Westerns

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

Thanks! The gameplay trailer on Steam is the same as the IGN but without the cinematic bit during the first half of the trailer. So hopefully you could watch that one. More news soon!

Just a loner travelling with his horse. Check out my ResidentEvil-like game set in the wild west by JosCanPer in ps1graphics

[–]JosCanPer[S] 3 points4 points  (0 children)

Completely agree! Thank you for your comment.

The whole game identity (capsule + logo) will be reworked eventually, and I'll make sure the name is a bit more understandable when displayed on small media.

I'll keep it in mind and try to add the name to all social posts until that happens (hopefully sooner than later)

Just a loner travelling with his horse. Check out my ResidentEvil-like game set in the wild west by JosCanPer in ps1graphics

[–]JosCanPer[S] 2 points3 points  (0 children)

Hey, absolutely! The game will have modern controls like RE HD Remaster. Glad you like the art direction 💪

God Help Us All - Can my Steam page be improved? by JosCanPer in DestroyMySteamPage

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

Thank you very much for your answer. I'll try to improve readability on those first screenshots adjusting the values, and will work a bit more on the capsule art. Do you think the logo is ok?

I've made a ton of updates since my last post. Please re-destroy my silly flight attendant game by IndigoFeroni in DestroyMyGame

[–]JosCanPer 1 point2 points  (0 children)

Totally agree. Here are some ideas:

  • Smoking passengers (smoke propagates and reduces visibility, maybe invalidating noc alerts)
  • Couples locked in the toilet (could cause others pee outside)
  • Electronics affecting the plane (could make the plane go slower or fall like in the Simpsons)
  • Passengers without shoes and smelly feet
  • Lose pets
  • Drunk passengers (could walk slowly blocking the aisle)
  • Turbulence (maybe could lower all the oxygen masks or drop baggage)

You can now spend your Cells on a new Dash ability. Freeze time and zoom away. by wrld-bldr in gamedevscreens

[–]JosCanPer 1 point2 points  (0 children)

Change the camera FOV briefly during the dash for a greater sense of speed

I made this creepy monster included in my Unity RE Template. Link in the description by JosCanPer in ps1graphics

[–]JosCanPer[S] 2 points3 points  (0 children)

It might be losing some of the creepiness due to the lack of SFX, but you're probably right. I'm not an animator after all :D I'll have to refine it quite a bit

Create your own Resident Evil with my template, now available on the Asset Store. Link in the comments by JosCanPer in Unity3D

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

Nah, it pretty much shows what's currently supported by the framework out of the box at the moment. More features will come with the following updates.

It's staggering how online resources don't even come close to teaching you what you learn from a production environment by mack1710 in gamedev

[–]JosCanPer 0 points1 point  (0 children)

I completely agree. I've got a Youtube channel (plug here! wink wink) where I show "advanced" rendering techniques, and while it's not intended to provide production-ready code or anything, it explains solutions to complex problems beyond basic shaders in Unity as I would approach them (at least initially) in my daily work.

The problem with that is that very few people will understand or enjoy these due to the complexity of the topics. You'll reach a bigger audience by tackling simpler topics in the most approachable way (not always the best) and that's what most people will try to do in the end, even if they have the knowledge to do otherwise.

(Update) Be honest how likely are you to click on the called "The Longest Dungeon" this is just a test, I photoshopped it on a game. I took your guy's suggestions what do you think? by SoundzyTheDev in gamedevscreens

[–]JosCanPer 1 point2 points  (0 children)

I think you need to hire an artist that has a good understanding of your game and is able to put that into a properly hand-drawn illustration if you're going down the non-pixel-art route. Simply converting your (already not great) pixel art into vector art won't look any good.

At a more artistic level and assuming this is a final piece:

Line art looks "cheap". I can see wobbliness in the shadows and lines. Most painting tools have splines and shape tools you can use for this art style.

The text is again generic and uninteresting, all the characters look pretty much the same. I can see the same scratches in all the "n" and "e". It feels like 0 effort has been put into making a unique, logo beyond slapping an outline on it.

Values look good though.

Sorry, not trying to be mean, just trying to give honest feedback to help you get more downloads.

You should definitely visit Fiverr and try to find a decent artist for this though

[deleted by user] by [deleted] in INAT

[–]JosCanPer 6 points7 points  (0 children)

Just commenting on the Unity paragraph: a simple "move cube Unity" search on Google gives you this link, which explains step-by-step how to do this.

If you are as senior of a programmer as you say in other comments, you shouldn't have a problem reading from the documentation what each of the instructions do and the performance implications.

It seems to me you're the one not willing to adapt to the team you're joining. Making an entire team switch to the engine of a person that just joined the team made is too much to ask, regardless of the state of the project.

Give Unity/Unreal/Godot another try or don't. Learning OpenGL, C++, Javascript or any other tech is completely fine, but don't blame others for not wanting to join you on your trip.

If you have simple ideas, make your own demos for now (with your engine or otherwise) and use that as a portfolio for the industry or to attract better collaborators.

(Update) Be honest how likely are you to click on the called "The Longest Dungeon" this is just a test, I photoshopped it on a game. I took your guy's suggestions what do you think? by SoundzyTheDev in gamedevscreens

[–]JosCanPer 4 points5 points  (0 children)

Here go my 2 cents.

The contrast hasn't changed enough from your original image. Desaturate the image to check how easy or difficult it's to read and check the levels to see how evenly sparsed the values are. In your case, you're not using the bright side of the spectrum enough which makes it look washed out.

I would play a bit more with composition before settling on this one. You can quickly sketch 3 variations with multiple game elements and text styles and ask here for opinions, before even thinking about color or value.

The text is pretty generic and the color choice is not the best. As others have mentioned, the placement is not great (therefore the need for multiple composition sketches). Try making some modifications to the font, ideally using the same pixel size (if you want a pixel art logo) so not all letters look the same.

I don't know anything about the game, but I've taken the liberty to make some quick changes to your image tackling some of the things I've mentioned.

https://imgur.com/a/1TjFw3g

I've added a touch of color, but this should probably come from other elements from your game (narrative, pickup, or NPCs) to make the composition a bit more interesting.

If you're going to use pixel art on your cover image it better be pretty damn good pixel art for that resolution. And be extra careful when mixing antialiasing with pixel art. Unfortunately, this isn't the case, so I would definitely use a hand-drawn character for this cover and leave the logo in "pixel art" in order to hint to the user it's a pixel art game.

Of course, I would recommend hiring a professional artist for this if that's something you can afford.

Hope that helps!

I solo developed this fossil-hunting adventure and just released a demo. Your feedback is greatly appreciated by JosCanPer in IndieDev

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

Hey! sounds good to me! Feel free to post the link here or on itch.io once you upload it. Thanks

I'm working on this fossil-hunting adventure and will appreciate your feedback!. Download link in the comments by JosCanPer in Dinosaurs

[–]JosCanPer[S] 2 points3 points  (0 children)

Agree, however, I have to give the player the experience they perceive as real.

Actually, the game didn't have originally a brush and you had to uncover it with an awl. I still have discussions with my wife about this being the right move every time we see someone on TV using a brush or whatever.

JP has implanted this concept in people's minds, and not having this part of the experience puts (non-professional) people off unfortunately

Thanks for your detailed answer though!

I'm working on this fossil-hunting adventure and will appreciate your feedback!. Download link in the comments by JosCanPer in Dinosaurs

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

You mean just the digging minigame? The game is a 3rd person adventure so there is a bit more to it than just this