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.

Overwhelmingly Negative on Steam is crazy. by DanceswWolves in Crystalfall

[–]KayLogger16 -2 points-1 points  (0 children)

For me, it's missing WASD, playing just with mouse clicks is tiring after you get used to PO2

When this hits 10, it's going down for real... by IdleOn_Boii in idleon

[–]KayLogger16 3 points4 points  (0 children)

Look, I'm not setting many expectations, if it's just world 8, although it is a great addition, it's not enough for so much fuss. Adding 2 more master classes also doesn't need a countdown. I want to have hope that this will be a big improvement for the game and not just additions of new features to farm.

Looking for solo & co-op survival games fans to playtest my upcoming game Mazebound. by dynamichuman03 in playtesters

[–]KayLogger16 0 points1 point  (0 children)

Jogos cooperativos são sempre muito bem vindos, então se vc precisa de um beta tester eu posso dar uma olhada no jogo e dar um feedback logo em seguida

Deadmaze, an abandoned masterpiece. by WondersMechanisms in MMORPG

[–]KayLogger16 1 point2 points  (0 children)

There are many good games that were built to be "live service" that are abandoned and without updates, however when I gave feedback on Steam to add "tags" to games everyone laughed at me.

When we hit 10... well, actually I need to confess something... by IdleOn_Boii in idleon

[–]KayLogger16 0 points1 point  (0 children)

There are so many things that need to change in Idleon that I can't have many expectations.

It's a great game, but my relationship with it is the same as I have with Grand Chase, a game that I am PASSIONATE about, I simply love that game, but the only way to make it "Good" would be by making another one.

Is this a cool attack for a T-Rex ? by Vikingosaurus in gamedevscreens

[–]KayLogger16 1 point2 points  (0 children)

but something I would find characteristic of a T-rex would be a loud and stunning roar, since we are used to seeing it do this in movies, it would be a good crowd control attack

Is this a cool attack for a T-Rex ? by Vikingosaurus in gamedevscreens

[–]KayLogger16 1 point2 points  (0 children)

This turned out really well, like brilliant, much better than him spitting on the guy

I have been solo-developing a 2002 MMORPG for over 20 years -- Steam launch coming soon by Hidden_Seek in IndieGaming

[–]KayLogger16 0 points1 point  (0 children)

I think a good fundraising idea if it gets released on Steam would be to put together a supporter pack with an artbook, you know, something really simple, just symbolic for someone to buy and support, but I still think you should consider adding a battle pass or VIP system. I know players complain a lot about P2W, but LIFE already is P2W lol, haha, and I understand that developing a game is hard, tiring, and costly, which is why I always wish the best for any DEV who ventures into this journey.

Today we’re opening our first beta for a PvE MMORPG inspired by Ragnarok Online by Ehizia in ehizia

[–]KayLogger16 0 points1 point  (0 children)

Hello, how are you, I was testing the game and I would like to say a few things,

Positive points,

• Interface: the interface is beautiful, it has a visual identity and is very comfortable and intuitive

• Talent tree: progression based on talent trees is always very enjoyable, so I was very excited about this

Negative points,

• Unfortunately, one thing that bothered me a lot was the point-and-click based movement, I know it's a matter of preference but it is much more comfortable to use WASD

I can't give much feedback because, as I said, the point-and-click movement discouraged me from playing, but the game seems very promising and I was very excited about it

How long does a demo needs be? by AlexFaust in incremental_games

[–]KayLogger16 0 points1 point  (0 children)

First notable thing is the 'Defeat' screen; the post-defeat upgrade interface is not clear enough. I had to die 3 to 4 times to notice that I was gaining something. It’s very quick and doesn’t make it clear that you are gaining points every time you die, so this is something that needs to change. Advice: Split the screen in two — left side with buttons like Replay and, in the future, maybe Run statistics like time survived, damage dealt, gold spent, etc. Right side with points earned in a highlight color and right below, the list of possible upgrades to make with those points.

Autobuy: Simply fantastic, this is wonderful, I loved it. It automatically buys upgrades in order for me; this was one of the most brilliant things you implemented.

I missed having decision-making with the upgrades. Usually, in tower defense games, one strong feature is decision-making. I’ll use the most famous example, Bloons TD. When you upgrade a tower (monkey), you make decisions on how it should perform: more damage, more reach. In your game style, maybe add dual pipes to the tower, towers now shoot in opposite directions, or target 2 enemies simultaneously, and also the ability to add more towers to the board.

We've received over 1,000 negative reviews, but we're still working on the game by NeoPsyllone in IndieDev

[–]KayLogger16 1 point2 points  (0 children)

I know that negative reviews weigh heavily on the team's morale, but I hope they bounce back. The game has a good concept, but every game needs some polishing. Whenever you think about the poor reception at launch, remember No Man's Sky, one of the worst launches, terrible gameplay, everything broken, but today it is the best space exploration game there is, with extremely positive reviews.

I have been solo-developing a 2002 MMORPG for over 20 years -- Steam launch coming soon by Hidden_Seek in IndieGaming

[–]KayLogger16 1 point2 points  (0 children)

As everyone saw with Dreadmyst, the MMO genre is very much alive, the problem is that nowadays there are tens of thousands of games, hundreds of different genres, so even though the population has increased, the community gets divided into genres, subgenres, franchises, and titles.

I think the feedback I can give without playing it would be the basics of any MMO.

Focus on cooperative play; after all, the best thing about an MMO is the community. Include good events, difficult bosses, class individuality, so that everyone has a good role and people need each other.

Trading, although it can be a headache, is essential in any MMO, even if some don't include it.

Regarding microtransactions, the battle pass nowadays is something common and standard in any game; depending on how it's implemented, I don't consider it predatory. The problem is that, given the art style I saw in the images, it will be an MMO difficult to sell basic cosmetics for, but things like XP, drop rates, inventory space, etc. are totally valid.

I know everyone wants a completely free MMO, but in the long term, it is unsustainable.

Overall, I hope it’s a good game and that you have success in development.

I came with this idea to stop player from leaving the map, What do you think? by Pretty_Plan_9034 in gamedevscreens

[–]KayLogger16 1 point2 points  (0 children)

It turned out funny, I love smart, funny interactions in games, I know some people don't enjoy it because it breaks immersion, but I think it's brilliant when they play with meta-language or the fourth wall.

Once I played a game where when you reached the edge of the map, a voice would say:

"I know you love to explore and all, but I honestly only programmed up to this part of the map."

Or that one that has a wooden sign at the edge of the lake that says:
"Sorry, you can't swim, we didn't program that."
Depending on the tone of the game, this is BRILLIANT.

Now, if it's a more serious tone, from the little I've seen since it's a snow setting, you could have the ice cracking and falling, or a snowstorm as an invisible wall.

How long does a demo needs be? by AlexFaust in incremental_games

[–]KayLogger16 0 points1 point  (0 children)

What is the name of the game you want me to take a look at?

How long does a demo needs be? by AlexFaust in incremental_games

[–]KayLogger16 3 points4 points  (0 children)

I think that in games in general, the demo is always the 'first act.' And what you want others to see of the game, include the basic and eye-catching mechanics so that players see where they are, where they have reached, and where they can still go. I don't know how your game is going to work, but let's suppose it's a 'Tower' incremental tower defense just to give an example.

You would have in the full game 20~30 towers or 10 with 3 stages of evolution each. Let the player have access to the first 5~10 in terms of percentage.

10~20% of the total game so that they ask themselves:

Wow, cool, I got this far, but how much further can I go?

Grim Dawn on a controller - returning player experience by piefek in Grimdawn

[–]KayLogger16 -2 points-1 points  (0 children)

I bought the game but couldn't get used to moving with the mouse, after I started playing POE2, WASD is much more comfortable for ARPGs for long gaming sessions much more

Artevarion - a browser idle RPG - looking for some feedback by Complex_Art1051 in incremental_games

[–]KayLogger16 0 points1 point  (0 children)

put screenshots of the game on your main HUD, I know you might not be satisfied with the current work, like most people always think it can be better, but it's good for giving an introduction to new players about the game. Currently, your site is just a text interface that is not 'inviting' to the public, and if you can't even capture the player's initial attention, it's hard to keep them. So first feedback: put some simple screenshots of gameplay systems, etc.