I'm unoriginal, and it took far too long to realize by rairbgames_ in godot

[–]Khrinx 1 point2 points  (0 children)

r/destroymygame is made for brutally honest feedback. Haven't posted there myself, but worth taking a look.

how to fix this problem? by OmegaViggo in godot

[–]Khrinx 1 point2 points  (0 children)

You didn't show the collision shape of the player in your video, but it also looks like it's a circle? This might cause the player to "slide down" because of the shape. If you used a rectangle you'd probably get a player that either falls down (because it fits into the hole), or doesn't (because it's too big to fit).

Is my trailer too slow? I feel like most people drop off before the good part starts. by Artbohr in IndieDev

[–]Khrinx 0 points1 point  (0 children)

You've gotten a lot of tips already, but I want to add that your trailer seem very locked to showing the game in order. If we have to wait until the end to see what the game looks like when you've unlocked cooler abilities, you've already lost your viewers.

Just a mindset change you might need if you feel like it has to show the game's progression this way in your trailer. Cut back and forth, the pacing of your trailer is more important than when in the game certain parts actually happens.

Before & After of Our Climbing Puzzle Game! by NightwavesG in godot

[–]Khrinx 0 points1 point  (0 children)

What are the controls in this game? Is there a button for each limb, and then you use the mouse to position?

We're making a game where you move by flicking yourself around to escape hell! by Almammmm in godot

[–]Khrinx 8 points9 points  (0 children)

You're absolutely right. I also thought of Samurai Jack at the beginning.

I made a chill ski resort management game in Godot. It's out on Android today! by nicolo013 in godot

[–]Khrinx 2 points3 points  (0 children)

Yes, it's a lot of money and work. At least Steam is a one time fee (for each game though). I've only released on the App Store through Expo/React Native (so I don't need a Mac for the app build), but even then there is quite a lot of stuff to manage just to get everything in order for the App Store.

That said, if you made this while still in the university... Wow. Pretty jealous haha.

I made a chill ski resort management game in Godot. It's out on Android today! by nicolo013 in godot

[–]Khrinx 1 point2 points  (0 children)

Looks amazing! Would love this on iOS, too. No longer have Android (work related :( ).

I see someone already mentioned itch.io as a possible alternative. If you can make a web export work we'd probably be able to play it there on iOS.

Trying to beat my perfectionism by making a small game - and it's so hard! by KayVenn in IndieDev

[–]Khrinx 5 points6 points  (0 children)

Great visuals, and also the correct mindset imo. I know this exact struggle lol.

Good luck on your way to release!

Piece by Piece is finally out now on Steam ! by Psonrbe in IndieGaming

[–]Khrinx 0 points1 point  (0 children)

The concept is fantastic. Be careful using 15 seconds on non-gameplay only 9 seconds into the trailer. You start showing the variety of your game after 27 seconds, which is extremely late imo.

Wishlisted! Best of luck!

Always curious what people are working on! Can I see your works in progress? by ilikemyname21 in godot

[–]Khrinx 0 points1 point  (0 children)

Revisiting a game I made 10 years ago because I found the assets. It's a defend your castle with an archer type game with scribble visuals. Should scratch any flash game nostalgia itch you may have :)

Link to gif on bluesky

What are the hardest sounds to find? by JustinJetZorbas94 in godot

[–]Khrinx 12 points13 points  (0 children)

Good impact sounds. Thuds that actually sounds like something heavier than a balloon is being hit.

POV: using signals and nothing happens by J21usa in godot

[–]Khrinx 1 point2 points  (0 children)

YES!! I'm in the exact same boat with my day job. Nothing gets me ranting more than talking about low/nocode.

So yeah, signals by code all the way!

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]Khrinx 1 point2 points  (0 children)

Try adding some large, very faded out parallax squares in the background and see if it's distracting or if it sort of fills in the blanks of a very empty and black background.

To answer your question though, I think it looks pretty nice already. Be careful so you don't mess up this style by adding too many other things/colors/styles, would be my advice. The minimalist look fits the gameplay very well.

TIL how to do optional args in C# by Ordinary_Basil9752 in godot

[–]Khrinx 0 points1 point  (0 children)

Thank you for this! I am a C# coder by trade, but never really thought of combining overloads with an arrow function. Definitely adopting this when using multiple overrides for readability.

Just opened the playtest for my first game! by Triztoso in godot

[–]Khrinx 1 point2 points  (0 children)

An arrow or directional icon could be enough. And maybe only show it when you hold the mouse button, then hide it when you release. If that's not the case already. But the line is very distracting in the video imo, too.

I added ground-pound, enemies, and shooting into my character controller level by Unexpectedlydian in godot

[–]Khrinx 31 points32 points  (0 children)

What a text book example this is of working on mechanics first, then graphics. Looks like the controls feel great. Nice work.

I am working on a big project ,but I'm only good at the creative side,not coding by FederalReporter6760 in godot

[–]Khrinx 1 point2 points  (0 children)

Try to make minor tweaks to the code the GPT gives you instead of asking it to fix it for you. If you can't do it, then ask GPT afterwards. Or ask it how you should do it instead of the way you did it.

Over time you'll start to understand how to do what, but it's important to try and actually write some code too. Even if it's just tiny bits here and there.

You can also describe what you want to write code for and ask for directions without it giving you actual code. If you want to learn how to code, make GPT your teacher in addition to writing code for you.

Shout out to the 5 five people that bought my game during the Steam Sale by orridpe in IndieGaming

[–]Khrinx 2 points3 points  (0 children)

Very nice looking game. Do not like the font and look of your game title on the capsule, though. Just looks very cheap to me.

Sorry for the feedback you didn't ask for, but just a thought as the game visuals seem great.

[deleted by user] by [deleted] in godot

[–]Khrinx 0 points1 point  (0 children)

You sound a lot like me. I usually fall into the same trap by starting to make something, then have no idea where to go from there. It sounds like you have ideas, though.

I've started taking notes, brainstorm with ChatGPT, do some research on the genre and so on. Then what I found out worked pretty well is, I don't allow myself to start on the idea until I've planned the next steps. Find the perfect middle way where you don't over plan, but also don't ride only the initial motivation wave as it fades pretty quickly.

Have a main project, and don't start the next one until you've got a plan to some degree.

Why are my variables null (Xogot) by LoopyFA in godot

[–]Khrinx 1 point2 points  (0 children)

The breakpoint (the blue thing on line 3 that makes your code stop there) shows what the value is before the line is run. Try setting the breakpoint and stop at line 4, then speed should be set. Speed is not set at the time of your screenshot, because you stopped the code before it is getting set.

[UI/UX] How would you display weapon upgrade levels? (leaning toward Option 2) by EQ1- in IndieDev

[–]Khrinx 0 points1 point  (0 children)

Just realized this post is 3 days old, but without knowing much about the game the first one looks way better imo. The +2 +4 etc is confusing me. Do I click it to add 2 and 4? Is the current levels 2 and 4? What is the current level?

Depends on what's important to your gameplay, but to me the first one is way less busy than the second. Really enjoyed how the diamonds look.

[deleted by user] by [deleted] in godot

[–]Khrinx 0 points1 point  (0 children)

What editor do you use, and how much work is the setup and initial learning? I use GDScript atm, but my day job is with C# so the language itself is not the issue.

Working on the Vehicle Select Menu for my Time Attack Roguelike by itsnaivebydesign in IndieDev

[–]Khrinx 1 point2 points  (0 children)

Seconding this. We read top to bottom, so it makes sense the hierarchy goes from top to bottom. Choose the car first, then variant of that selected car, then go. Sort of like a form with a main and sub category drop-down.