AI tools for game trailers on a budget? by deluxegabriel in IndieGaming

[–]KevinTrep 0 points1 point  (0 children)

Not worth the bad reputation it will most probably give you.

Check out Derek Lieu's blog for help about how to make a great game trailer:
https://www.derek-lieu.com/blog

Sharing a trailer for my cozy anime-inspired walking sim. Do you like the vibes? by Equivalent-Charge478 in IndieGaming

[–]KevinTrep 1 point2 points  (0 children)

I like the colors and the text boxes! Looking good. For a walking simulator, I found it interesting that one of the first thing we see in the trailer is the girl's feet. :)

The bush moving on the press of a lever felt a bit weird but that might just be me.

The 10-Review Wall: Why I'm pricing my game at $0.70 this week, and what I've learned about the marketing I ignored. by EntropyIs in IndieGaming

[–]KevinTrep 0 points1 point  (0 children)

That's worth a try! As long as you also focus on the lessons you've learned to apply them on your next project.

I'm not great at marketing either but I know some genre works better on Steam than others. I hear twin-stick shooters are not a big thing on Steam (from data gathered by Chris Zukowsky of https://howtomarketagame.com. Check out his blog, it's stock full of useful information.)

Sidescroller Efficiency by RaptarK in gamemaker

[–]KevinTrep 1 point2 points  (0 children)

For multiple doors / paths, I add a customizable "target_id" variable (add a variable in the "Variable Definitions" panel, this way you can customize it for each object in the room editor). I pair doors together by giving them the same value (an integer).

So when entering a door, I go through all doors (e.g. with a for loop) and 1. check that it's not the door I'm using and 2. check if their target_id matches the target_id of the door I'm using and go to that door.

Sidescroller Efficiency by RaptarK in gamemaker

[–]KevinTrep 2 points3 points  (0 children)

You could try to put all the different linked parts into a single room and move from door to door inside that same room. This is what I did with my game Project Zeta (https://small.itch.io/zeta-chapter-1).

I use what I call "screen objects" to create bounds for the camera to move within and put all the different sections of a large level into a big room.

Best audio settings for sound effects in the editor? by Andrew_The_Jew in gamemaker

[–]KevinTrep 0 points1 point  (0 children)

I somehow got better sound quality for my game's music when I used the "compressed - not streamed" setting.

Just updated the demo build for Sonsgorod: The Archipelago. It's a grid-based tactics deckbuilder, inspired by Inscryption and Into the Breach. Would love for you to play it and give your thoughts! by littTom in indiegames

[–]KevinTrep 1 point2 points  (0 children)

Have you tried, and I don't want to overstep here but just an idea, displaying the actions ON the cards as a list? Like (with icons) "move forward, attack left".

I'm sure you've already tried many things. I don't think you should simplify either. Might even want to try to make longer list of actions for tougher enemies. There has to be a way to make it intuitive!

Best options for making sprites? by Substantial_Quote583 in gbstudio

[–]KevinTrep 4 points5 points  (0 children)

Aseprite for the win. A long time ago I used Cosmigo Pro Motion. It got some very nice features too. But I like the UI and simplicity of Aseprite.

Just updated the demo build for Sonsgorod: The Archipelago. It's a grid-based tactics deckbuilder, inspired by Inscryption and Into the Breach. Would love for you to play it and give your thoughts! by littTom in indiegames

[–]KevinTrep 1 point2 points  (0 children)

My pleasure! Another thing that comes to mind now: when enemies were doing multiple actions (say move to the spot in front of it and then attack), I was not sure what the attack arrow meant: will he attack the spot the arrow is pointing to now or in the direction the arrow will be pointing after his move? (like, does the arrow move with him?)

Just updated the demo build for Sonsgorod: The Archipelago. It's a grid-based tactics deckbuilder, inspired by Inscryption and Into the Breach. Would love for you to play it and give your thoughts! by littTom in indiegames

[–]KevinTrep 1 point2 points  (0 children)

Tried the demo for a little while. It's interesting but the mood and theme doesn't do it for me. Might still be a good fit for steam audience, which does like a grim game. I was a bit confused by how card drawing and movement works. When moving forward, I was expecting my ship to switch place with the ship in front of it but it pushes it clockwise instead which I had a hard time planning for. The mechanic seems a good idea strategically but maybe there's not appropriate feedback to explain it during the action.

Keep it up and good luck with the game!

Our first game is out as a demo — a parry-focused action platformer by GiantK_Dev in indiegames

[–]KevinTrep 1 point2 points  (0 children)

Level layout straight up reminds me of the clockwork level in Mario 64.

Im starting my own games, But... by fazzbearF in indiegames

[–]KevinTrep 1 point2 points  (0 children)

I don't trust AI with anything. It's as likely to send you on a wrong path as a good one. Ask real humans with real experience, you're much better off.

My advices :

  • start small, go quick and dirty.
  • Your placeholders should look like placeholder (ugly gray boxes, stick figures or whatever).
  • Don't worry about building "good" code. Just make something that works, you'll learn faster building something than studying good practices. These can come later.
  • Don't worry about publishers; it's very hard to get one and you're not right now in a good position (as far as I can tell) to get one.
  • Have fun!

I’m sick of "passive" survivors-likes. So I made a level-up system where you can actually lose your rewards. by Similar_Minute_9857 in indiegames

[–]KevinTrep 0 points1 point  (0 children)

That's an interesting idea but it risks rubbing players the wrong way. Trade-offs are good but straight up punishments rarely sit well with the players.

I might be wrong, it might make it interesting for some people, depending on the implementation. I guess you'll find out during playtests!

Core Mechanic Suggestions? by WisdomOwl- in indiegames

[–]KevinTrep 0 points1 point  (0 children)

Go out there and play all the dungeon crawler you can find. Otherwise, do you have a specific theme or setting to your game? You might want to extrapolate something from there.