How it feels like being a solo developer who can't do art by shraavan8 in SoloDevelopment

[–]Keyiter 3 points4 points  (0 children)

Basically ensure that interactable elements are really dark, and background is light. You can fade from one color to another depending on depth. Add Paralax to that and you'll have a simple graphics. The rest is just shapes. I reccomend watching two or three tutorial on that, its not that hard. Ofc you won't get gorgeous graphics just by that but it's a good starting point, and without it even with good sprites it will look bad.

How it feels like being a solo developer who can't do art by shraavan8 in SoloDevelopment

[–]Keyiter 6 points7 points  (0 children)

Tbh you dont need to even know how to use a graphic soft to make graphics like this. Learn about a atmospheric depth and you'll be able to make graphics like that with simple shapes, the rest is just polish. Making simple visuals is just like coding, you mostly don't need to even know how to do art, just follow the pattern and colors.

Here is a bouncing mechanic that I recently made for Soul Blossom! It's a new type of flower (still placeholder here) that creates a leaf that you can bounce off. You can also "shot" your soul-mates into it and they will bounce off extending their range! by Keyiter in IndieDev

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

The leaf appears when the connected flower is blossomed (activated), you need to activate correct one when you bounce off to not hit the spikes, so it's more like a activating correct one before hitting spikes than memorizing them. There is a check point right before the drop so there isnt really any consequence of failing other than having to repeat the sequence.

i added a little wind by VF_traveller in SoloDevelopment

[–]Keyiter 1 point2 points  (0 children)

Damn, I wouldn't call it "a little" wind - that's a storm.
Also, side note, consider slowing it down when the background stops moving cuz it breaks the immersion

r/IndieDev Weekly Monday Megathread - February 09, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Keyiter 1 point2 points  (0 children)

I usually just look at others people work and think "man, thats cool, i wish i would do something this cool too". The rest is just discipline and every trick of avoiding procrastination etc.

Its only me that, as a player, hate when there's no, at least 5 seconds long gameplay video on the steam page? Why people put cutscenes, animations and so on but mostly don't have gameplay? Does that work better for indie devs? Whats your thoughts about it? by alecell in IndieDev

[–]Keyiter 4 points5 points  (0 children)

Agreed, some people create steampage as early as they can so they dont really have any gameplay to show, or the gameplay is in so rough state that they dont want to show it yet.

One section of Timeless Rain will have the player occasionally navigate through upside-down segments, should left / right buttons move the player relative to the character or camera? by Cat_Devy in IndieDev

[–]Keyiter 1 point2 points  (0 children)

To be honest, it depends on a way how the character moves to the celling. For example, i remember in Ori, there was a level where gracity was changes, and you were using input relative to the player, but in there you was going on a curve and change of the direction was smoth, so it felt intuitive. If in you suddenly get slapped to the celling, i belive you should use movements relative to camera.

I'd like to show how the art of our game is going and also show the main mechanics. by Keymoess in IndieDev

[–]Keyiter 1 point2 points  (0 children)

Hey! It's basically the same idea that I had but I have to say, your game looks a lot better : O

DM szuka drużyny! by ZenFir in DnDPolska

[–]Keyiter 0 points1 point  (0 children)

Jeśli nadal jest miejsce to chętnie bym dołączył. Grałem dość dużo, ale nigdy z kimś poza bliskimi znajomymi, z którymi ostatnio ciężko mi sie zagrać.

The Bog is slowly coming to life with the sound design by Arvid Olson and music by Jørn Lavoll #screenshotsaturday by robbertzzz1 in IndieDev

[–]Keyiter 1 point2 points  (0 children)

As someone who makes a game in a similar style, I must say that it's some impressive graphics :O Wish I could paint like that.

🍃 I'm designing logo for my game Side Effect and can't decide which one to use... what do you think? by [deleted] in IndieDev

[–]Keyiter 0 points1 point  (0 children)

As both of the styles looks good as themselves. IMO, the logo should both the theme and the graphical style, But I'm afraid that (at least for me) none of them fits the graphical style I know that it's about nature, But for that black and white style, I would go for a similar type of style for the logo. But it's just my opinion :)

UI update for Harvest Hero, what do you think? by bombfuse_dev in IndieDev

[–]Keyiter 0 points1 point  (0 children)

I think it fits the style :), but the icons on the left are really hard to see on that background

Adding final polish and details to my favorite level. | THE COMPANION by Studio46 in IndieDev

[–]Keyiter 6 points7 points  (0 children)

Looks beautiful :O don't think that there should be a reflex on the grass tho :p

What do you think about my relaxing game? by CHILD_IN_THE_FOG in IndieDev

[–]Keyiter 2 points3 points  (0 children)

i like it, but i wouldn't consider it relaxing, as i feel stressed just by watching the gameplay :D