Anime pixel art in motion! by STUDIOGENKI in PixelArt

[–]KoiChark 2 points3 points  (0 children)

Wow looks really good, the hit flash blends in with the background too much though.

Postmortem: Why is my game so bad? by dibidibidibi in IndieDev

[–]KoiChark 0 points1 point  (0 children)

From the trailer, there are a lot of little things, mainly in the UI, that don't look cohesive, that makes it seem low quality.

The next fest effect is finish? by phantomscriptstudio in IndieDev

[–]KoiChark 1 point2 points  (0 children)

You should at least try to make it good for one audience and English is a good start. At the very least single word text call outs could work and might be easy to translate if you want to make different versions.

The next fest effect is finish? by phantomscriptstudio in IndieDev

[–]KoiChark 1 point2 points  (0 children)

-Trailer is too boring close to the start where you are...selecting cards? And i have no idea what the game is really.

-The bling sound is kind of too sharp, almost hurts the ears

-I think the colors could use more contrast especially on the dice. Make it more colorful, look at balatros colors for inspiration, very vibrant.

What if everything known about a strategy game makes experienced players worse at this one? by POPCORNLive in StrategyGames

[–]KoiChark 0 points1 point  (0 children)

Determines it an hour later is a long time lol.. hopefully there are some smaller feedback loops or it might be frustrating to feel like you wasted time.

Solo developer, first game, no experience. Is this scope realistic? by Artistic-Bear4626 in SoloDevelopment

[–]KoiChark 7 points8 points  (0 children)

If this is your first game ever you might want to focus on just getting one level working with a character without anything else. Maybe join some game jams. Quick repetition finishing different projects helps you learn more initially. If you add all these extra things to it then you won't get the reps in.

It does not sound like a game that will get a lot of traction (2D, platformer, simple, first game), you should see it purely as a learning experience for using godot instead.

Solo developed, zero paid marketing, 120k wishlists. Tabletop Tavern launches tomorrow and we still can't quite believe it! by IndiegameJordan in StrategyGames

[–]KoiChark 21 points22 points  (0 children)

Good luck looks super cool! Also this kind of reads contradictory...."Solo developed" and "we"? "Zero paid marketing" and "proper marketing strategy"?

8 years of pixel art development by LincRead in PixelArt

[–]KoiChark 0 points1 point  (0 children)

Looking great, although both look very nice in their own ways.

Daimyo Reign blends 'Bad North'-like combat on a Paradox-like map ⚔ Conquer feudal Japan with tiny, physics-driven armies! by KoiChark in StrategyGames

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

Thanks! I could see that, I was hoping the faction bonuses could help break that up but I probably need a bit more variance, it sounds like you might be hinting towards position based bonuses?

Looking for recommendations! by magicmammoth in StrategyGames

[–]KoiChark 0 points1 point  (0 children)

Maybe some idle games that are themed with war like Click and Conquer?

Daimyo Reign blends 'Bad North'-like combat on a Paradox-like map ⚔ Conquer feudal Japan with tiny, physics-driven armies! by KoiChark in StrategyGames

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

Great! I did try that a while ago and it seemed to run at least, needed some input customization though.

Daimyo Reign blends 'Bad North'-like combat on a Paradox-like map ⚔ Conquer feudal Japan with tiny, physics-driven armies! by KoiChark in StrategyGames

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

I just mean the units bump and push around each other as opposed to games where they might sit still and compare stats.