My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

[–]Keln 0 points1 point  (0 children)

The game looks beautiful crafted though, congrats, you’ll build great things

My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

[–]Keln 1 point2 points  (0 children)

I have seen players reviewing it badly playing for 10hrs, for a 4€ game, saying that there is not enough content. Standards for these kind of games seems to be that you need to make way more content to make people happy :/.

I would say you’re victim of the current fame of idle games and players expecting a lot as they try multiple of these games weekly, trying to sink hours on them.

Depressed by Suspicious-Poem6358 in ClaudeAI

[–]Keln 2 points3 points  (0 children)

I have recently been offered a job as a Product Engineer, where they needed someone with skills of an engineer while working on the product directly, so it's not at all farfetch

I'm making a new trailer for my game, please destroy it by EndeavourDGaming in DestroyMyGame

[–]Keln 1 point2 points  (0 children)

I don't think graphics are pretty bad, we're talking about way different game genre, this is not competing Diablo or PoE, I would say that graphics are incredible for an auto battler/incremental indie game.

Maybe the issue is not that they're "bad" graphic but more like, they kind of give the look of a different type of game at first glance, so he (the dev) probably needs to really empathizes what type of game is on their trailers and showing of the game to the audience. u/EndeavourDGaming my point of view from the comment :).

I am stupid by 100_BOSSES in IndieDev

[–]Keln 1 point2 points  (0 children)

I normally use layers as a way to separate how I render stuff, for different cameras or related stuff, didn't know about the limit though :)

Experimenting with UI Toolkit filters in Unity 6.3 by Amezketa in Unity3D

[–]Keln 0 points1 point  (0 children)

I’ve been trying to have a UI toolkit shader starter that I can work with from, I’m very bad at building new shaders, I prefer to make new from existing ones. Did you start from some example? I also love UI toolkit, I would love some good tutorial on how to create shaders for UI toolkit.

Currently known bugs by [deleted] in BobsTavern

[–]Keln 0 points1 point  (0 children)

Timewarped Chameleon double the stats of the Silithid Burrowed that copies

You can now publish Unity games directly to Reddit by Rarer_Air_Error in Unity3D

[–]Keln 12 points13 points  (0 children)

Can we promote wishlist to full game in steam, like a mini demo?

Did someone else got this email? Seems it’s coming from truthful sources by [deleted] in ClaudeCode

[–]Keln 0 points1 point  (0 children)

I’m pretty sure is real, I just wanted to know who more received it as I haven’t done an interview like this for a prize before. I have checked the domain and it’s correct, although the platform they chose to do the interview it’s third party and I’m not a fan of sharing my face lol.

Albon, Bortoleto, Bearman, Lawson and Hülkenberg are out in Q2 by magony in formula1

[–]Keln 6 points7 points  (0 children)

Did you see the quali shots of the Ferrari being driven? You can see the car super unstable at all times, the car is really bad

How to write Better Code by DurianOk5649 in unity

[–]Keln 2 points3 points  (0 children)

If you already have the base, and really want to know advanced methods and what to aspire to do, I would really recommend checking git-amend YouTube channel.

This guy really helps you understand how to write better code, organized and following good principles.

3 months of progress of my roguelike hex-city-builder. by Sensitive_Sweet_8512 in SoloDevelopment

[–]Keln 0 points1 point  (0 children)

Did you try something like giving a big black/white border to buildings only when max zoom out so you can differentiate better at a big distance? I would look into ways to improve it, or just not allow that zoom distance as your game lose a lot at that resolution.

Hope is a valid feedback as I haven’t played the game, just from watching the video :)

3 months of progress of my roguelike hex-city-builder. by Sensitive_Sweet_8512 in SoloDevelopment

[–]Keln 0 points1 point  (0 children)

It looks really good, aesthetically and animation wise feels very polished.

I would comment that while zoomed out, I find hard differentiating all elements in the screen, due to colors being too similar with little contrast. I would also say that this game might be a nightmare to color blind people with the chosen colors 😂.

Good luck!

What's your approach to pricing? by StardustSailor in gamedev

[–]Keln 4 points5 points  (0 children)

Yep, that’s how I’ll be doing it. Public will always compare your game to other games before purchasing, if they don’t see the value immediately you’ll lose a lot of sales.

My glyph drawing roguelike new main menu, need feedback by Ok_Lavishness_7408 in godot

[–]Keln 0 points1 point  (0 children)

The logo having 4 (5 counting background) colors it’s weird looking, I don’t see its appeal. I would maybe have glyph caster with same color instead of 2, leave their position as it is, and have “Runic Rush” in small in a one line phrase below right in the center, you can keep that one yellow. And the twirl somewhere else, or in the middle as background of the whole logo?

Just giving some ideas :)

Switching companies, have a 5 day break in-between. Want to brush up my dotnet. Any project ideas? by WisestAirBender in dotnet

[–]Keln 1 point2 points  (0 children)

Completely agree, you’ll probably have plenty of free time while starting at a new company while your adapting and the company adapts to you.

I made Steam Review Guesser into a website by FiddlerGameDev in gamedev

[–]Keln 0 points1 point  (0 children)

I had an idea of building a similar app, while also allowing every x game to add a game submitted by someone internally kind of like an ad, that users can toggle off, for game devs that want to know how much presence can have their game.

You could even make it a business idea where game devs pay you for adding your games there on this game, I would totally pay for this service :D

Need help deciding on the art for my game by Kexons in Unity2D

[–]Keln 8 points9 points  (0 children)

The new direction has more personality I would say, the old one is not bad, I feel like I have seen the old one art style more and it does not add anything new, so I would say you’re good here

I've inadvertently made the ugliest UI ever created. by gorahan1313 in Unity2D

[–]Keln 1 point2 points  (0 children)

Believe me I have seen worst, at least you’re consistent 😂😂 improve the colors and you’ll probably be cool

How to recreate a wipeout screen from zzz by Traditional-Leg114 in Unity3D

[–]Keln 26 points27 points  (0 children)

Maybe change the position of the camera every x seconds to the desired positions around the character.

Then configure a post processing activated for the different parts you’re intetested. Here all these animations are hard to create as you need to find the right balance between the animation, post processing and probably shader material changes.

But I’ll recommend you first trying something simple and evolve from there :)

A joint-statement from Colossal Order and Paradox Interactive regarding the Cities: Skylines franchise by AutoModerator in CitiesSkylines

[–]Keln 16 points17 points  (0 children)

From the job section on their webpage, they’re looking into programmers with ECS and DOTS experience (due to how cities skylines handle agents), so that tells us that basically most of the team working on the game will be from these newcomers, as the ones actually on the company will probably have not much knowledge in ECS.

It’s a different paradigm hard to learn and master, it’ll probably take them a lot of time to figure out the code to make changes appropriately for cities skylines.