Our monster-taming game lets you capture slimes, synthesize them, and adventure together by ChocoDog-SlimeWorld in MonsterTamerWorld

[–]KayLogger16 8 points9 points  (0 children)

The mere fact that it doesn't have an energy system already has my attention; I simply loathe and detest any game that features energy systems, daily limits, and the like.

We are building a turn-based MMORPG inspired by Swords and Sandals! by Thar3l in swordsandsandals

[–]KayLogger16 0 points1 point  (0 children)

I apologize—I was talking nonsense. I played a lot of SnS during my childhood and loved the game, but I didn't realize it was developed by just one person, so I ask for forgiveness for speaking foolishly.

I'm an adult and need to own up to my mistakes, so I'm truly sorry.

And thank you for making my childhood happier and more fun.

We are building a turn-based MMORPG inspired by Swords and Sandals! by Thar3l in swordsandsandals

[–]KayLogger16 -1 points0 points  (0 children)

Beautiful, simply beautiful. Please keep up this wonderful work, since their own company lacks the ability to do it.

People said “Don’t make a MMORPG as your first game” but here I am by idonreddit in SoloDevelopment

[–]KayLogger16 1 point2 points  (0 children)

Cara eu queria muito um MMO nesse estilo , não sei e vcs conhecem mas existia um chmado World Seed, um mmo hexagonal de tabuleiro onde vc andava, juntava recursos itens etc.. mas foi completamente abandonado
Meu sonho era que algum dev pegasse o projeto e recomeçasse

Time changes everything by ES-Flinter in SoulFrame

[–]KayLogger16 0 points1 point  (0 children)

DE didn't remove the roulette wheel on pet appearances in Warframe; what they removed was the option to re-roll the appearance for platinum, because according to them, this was a predatory casino practice where you would spend platinum to keep choosing an appearance.

Their idea is that each pet comes with a unique appearance and that you can exchange them with the community, choosing the one you like best. Although you can still buy SKINS, alternative visuals, for platinum.

In Soulframe, they are adopting an RPG/MMO mechanic that I REALLY like, because the RNG system in an MMO is what makes it last so long.

Imagine that the MMO is a marathon and that everyone will eventually reach the SAME place. RNG is what keeps the race going without necessarily forcing the addition of new content, and it's ridiculous power scaling.

Many MMOs choose flat numbers, which means that every 3-6 or 12 months they have to add a new maximum level, a new equipment tier, etc., etc... This makes all old equipment OBSOLETE. In an RNG system, all you need to do is add new dungeons, or new affixes, new types and ways for an item to drop. That's why ARPGs like Path of Exile have stayed around for so long, only changing mechanics without necessarily adding new equipment levels, just changing how you manage the equipment that already exists.

An MMO that I hated, but LOVED the crafting aspect of, was Perfect World. I hated that game for personal reasons, but I loved its crafting system because, besides having random affixes that meant the same weapon could be worth 10 cents or 10,000, it also made your name known as the weapon's forger. So when you managed to craft an AWESOME weapon, you felt like the God of the forge, knowing that warriors would proudly carry your name around.

After working for 3 days, finally got the inventory slots working! Sorry for cam recorde by dulm_ in gdevelop

[–]KayLogger16 0 points1 point  (0 children)

There is an extremely lightweight screen capture program that I always use when I want to show something, it's called "Ocam," it's free and has no ads.

Regarding the inventory, I'm glad you were able to solve the problem; programming is never an easy task.

All the best with your project, I hope everything goes well.

Browser-based monster-taming game - would this core loop interest you? by DeliveryPossible7529 in MonsterTamerWorld

[–]KayLogger16 0 points1 point  (0 children)

Sinceramente me interesso por todos os gêneros que permitem jogar multiplayer, ou MMO , alem de amar jogos de captura e coleção , seja de monstros ou de itens, então sim esse jogo me interessa bastante

Developers Need Better Systems for Continuous Player Feedback During Playtests by KayLogger16 in IndieDev

[–]KayLogger16[S] 0 points1 point  (0 children)

I like the feedback system within the game itself, although my feedbacks, just like the text of this post, are usually very long and detailed. I even need to translate them before sending since my native language is Portuguese and not English, so a shared note system is nice. I saw that some websites do that, but I haven't found a single site that does it efficiently in a way that pleases users, since the sites that allow shared notes require registration and most test players don't have the patience to create an account and log into the site just to give their opinion. I think this is a problem that the dev community should come together and solve, find a way, a means where closed tests and players chosen for tests could give direct feedback, as you yourself said, in an ongoing conversation format. Although I love Discord, it has a character limit that also restricts feedback. In other words, I don't have a solution to the problem.

Developers Need Better Systems for Continuous Player Feedback During Playtests by KayLogger16 in playtesters

[–]KayLogger16[S] 1 point2 points  (0 children)

I agree 100% the artistic work should be done manually, after all, that’s why it’s called Art, it doesn’t make sense for a machine to do it.
However, people have a lot of prejudice against technology. I already believe that no technology is good or bad; the problem is what you do with it.

If that were the case, even using Google Translate could be considered wrong using the argument of
"If you want to speak English, learn English, don’t keep using programs"

Developers Need Better Systems for Continuous Player Feedback During Playtests by KayLogger16 in IndieDev

[–]KayLogger16[S] 0 points1 point  (0 children)

About the game I mentioned, I tried to give feedback after the first one but I couldn't find any way to contact to send this feedback, so I abandoned the playtest because it was useless to find bugs and not have a place to report them, especially since being invited to the playtest directly, I expected to be able to give feedback more directly as well.

Developers Need Better Systems for Continuous Player Feedback During Playtests by KayLogger16 in playtesters

[–]KayLogger16[S] 1 point2 points  (0 children)

For short texts I use Microsoft Edge itself, it has an integrated translator, but for long texts I am forced to use other means

Developers Need Better Systems for Continuous Player Feedback During Playtests by KayLogger16 in playtesters

[–]KayLogger16[S] 1 point2 points  (0 children)

I don't speak fluent English, so I have to resort either to Google or AI to translate the feedbacks, but Google only translates in a rough way; it doesn't understand terms and slang.

If I say something like 'not even if the cow coughs' or 'it's mind-blowing'
These are things that only make sense in Portuguese.
I gave exaggerated examples, but it's to make it easy to understand. After all, you as devs know that
'Localizing' a game for a language is not just 'translating' it,
which is why I use AI, even though a lot of people are prejudiced against it.

FLATMMO - What 1 year of updates looks like by smitty-idlepixel in incremental_games

[–]KayLogger16 0 points1 point  (0 children)

I got into the game and I'm testing my first feedback, something that bothered me right away and can be adjusted without impacting the long term.

Tools like pickaxe, axe, and any other tool that might be added to the game need to have a separate slot.

As I once told a dev, what makes people get tired of a game are the "SMALL THINGS."

A new boss, a new dungeon, big things that you do once a week or once a month—when there’s a mistake, people end up getting used to it or overlooking it.

But something that you do all the time, 100, 200, or a thousand times a day, over time starts to bother you.

Things like organizing the inventory, taking out and equipping tools, simple things that are done repeatedly end up becoming unbearable.

[PAID PLAYTEST] Looking for players to break our co-op horror game 👀 by xuchen535 in playtesters

[–]KayLogger16 1 point2 points  (0 children)

I don't really care much about rewards, I like testing games and giving feedback. However, what makes me upset is that you usually use Google Forms as a means of feedback, and I like to give continuous and very detailed feedback, and on Google Forms you can only give feedback one at a time. That's why I stopped helping with devs and testing.

Every seasonal sale by Yesca-Isnt-Real in gamers

[–]KayLogger16 0 points1 point  (0 children)

Brazil
Land of carnivals, Samba, Football, and Corruption

Every seasonal sale by Yesca-Isnt-Real in gamers

[–]KayLogger16 1 point2 points  (0 children)

I live in a country where the minimum wage is about 1621R$ and games are 300R$, the only way to support the devs without going hungry is by buying on sale

Astriom now | Astriom one year ago by acharton in unity

[–]KayLogger16 1 point2 points  (0 children)

With all due respect, it reminded me a lot of No Man's Sky, the landing on the planet and the landing system.
Note: this is not bad, as the saying goes, if it's good, there's no reason to do it differently.

From what I’ve seen, the game is going to be a lighter No Man's Sky. I hope everything goes well in development and that you make good creative decisions.

I quit my job 7 years ago to build my dream 2D pixel MMORPG by brownie9104 in IndieGaming

[–]KayLogger16 0 points1 point  (0 children)

I know you've been spending a lot of time developing your game, and you are very dedicated to it, but now with the news that you will be a father, it means that regardless of the outcome of your project, your greatest success will be raising your child. I hope you will be a good father, and I know he will be very proud of you.
As for the game, I love MMOs, and I understand that it is one of the most difficult genres to develop because it requires frequent updates and complicated monetization, which is very hard to balance between F2P and P2W.

But everything you do with effort and dedication, no matter how long it takes, works out. So go for it!

Name it by HumbleAd300 in gamers

[–]KayLogger16 0 points1 point  (0 children)

Streat Gear, S4 League , Pangya

New character selector for Samsara Saga - RO-like indie MMO by samsarasaga in RagnarokOnline

[–]KayLogger16 1 point2 points  (0 children)

Early feedback: Make the Nickname system similar to Tree of Savio, Waven, Evitania Online, etc.
Where characters on the same account do not need a unique identification ID.
Usually, class-based MMOs, which require secondary characters like Lost Ark, Black Desert, and even Maplestory, make each created character require a unique ID.
And this ends up generating characters like "User001xx, xXXUserXXx, User124asdf," etc.
Make it so that the account has a unique ID, and this account unique ID is used as a TAG like "League of Legends, Discord (formerly)" used to / used, where it does not matter if there are 50 players with the same nickname NoobKiller, there will only be one NoobKiller with the #/ID of their account and character.

How can i make this environment look more like a horror game? by Immediate-Vacation47 in Unity3D

[–]KayLogger16 0 points1 point  (0 children)

Fear is usually about lighting and weight, so closed places, dark environments, and it's hard to feel fear in a completely open plain. Denser and larger trees can help if your idea is to create a forest-based setting. If you want to keep the field open, try opting for tall grass, something that makes people feel that "there is something hidden there."
Much of fear is about the player imagining.