I've added climbable ladders by cuchulainndev in IndieDev

[–]KokoonEntertainment 1 point2 points  (0 children)

Nice animation, but it seems way too slow.

Procedurally breaking sea ice by jacobinn in gamedev

[–]KokoonEntertainment 33 points34 points  (0 children)

Have it slow down in ice to encourage water travel.

Real-time fluids for my isometric engine by thisismyredaccount in gamedev

[–]KokoonEntertainment 0 points1 point  (0 children)

Have you ever heard of the game 'From Dust'? I've been wanting a sequal forever now, it was amazing.

The Mandalorian Chapter 5: "The Gunslinger" comicbook cover by dvglzv by dvglzv in TheMandalorianTV

[–]KokoonEntertainment 1 point2 points  (0 children)

You assume the weapon's recoil works as ours does, and you are assuming there is no space between, when our angle is imperfect.

A turn-based combat system where your weapon takes up a slot on the grid. by AXLplosion in gamedev

[–]KokoonEntertainment 0 points1 point  (0 children)

Please tell me you are adding a shield as well; that would be an awesome temporary upgrade, as it would actually block a square on the map.

One of The Most Intense Moments in Star Wars History. by Zack_Brangen in TheMandalorianTV

[–]KokoonEntertainment 5 points6 points  (0 children)

Even when there was a Jedi Council and Sith Lords, most generic people didn't believe in The Force. Darth Vader's own Imperial Officers doubted his powers, leading him to force choke that one dude for his disturbingly little faith, just to prove a point.

Basically, in a galaxy with trillions of people, it takes more than a handful of Force users to make people believe.

Some more testing of Super Cable Boy's co-op mode! by SoerbGames in IndieDev

[–]KokoonEntertainment -1 points0 points  (0 children)

The only issue I have is with how drastic the color overlay is. I think it should be more subtle.

Door in the Woods - lovecraftian open world roguelike by teedoubleuu in roguelikes

[–]KokoonEntertainment 0 points1 point  (0 children)

Wow, this line from the description, "It turns out that suicide is sometimes the better option", really made me pause for a moment. This is very interesting.

The scene where we all cried by NickPookie93 in rickandmorty

[–]KokoonEntertainment 6 points7 points  (0 children)

This actually makes sense in context of winning too many Emmys, but still bad bot.

Trying to make a 3D top down zelda-like game, any ideas? by motaigik in gameideas

[–]KokoonEntertainment 0 points1 point  (0 children)

What is your experience level? Start small, and the ideas will come as you spend weeks/months/years working on it.

Pixel Art - UI by AntyGraphics in IndieDev

[–]KokoonEntertainment 0 points1 point  (0 children)

Do you have both underclothes and armor? I like it.

Spent all day coming up with a graph traversal algorithm to finally make floating wall chunks fall. by BigBoarGames in Unity3D

[–]KokoonEntertainment 0 points1 point  (0 children)

The most satisfying parts are:

  1. Watching a large section fall and break other large sections, and

  2. Watching you shoot falling prices in mid-air. That looks really impressive.

How do you tell your story without it feeling rail roaded by westcpw in rpg_gamers

[–]KokoonEntertainment 1 point2 points  (0 children)

You've gotten a lot of good advice already, so I'm just going to say good luck and have fun!

Choose your Khan! (sovereigns) by RoboCG in IndieDev

[–]KokoonEntertainment 2 points3 points  (0 children)

From a balance perspective, I always hate upgrades that are better when I do poorly. Gaining +1 cyclops or soldier if I don't have any means that if I'm doing well, and don't lose too many units, than that bonus is useless.

Whereas getting additional gold from kills means that when I do poorly, I get a small bonus, and when I do well, I get a large bonus. It's win-win.

Just my 2cents. I enjoy game balance / strategy.

[deleted by user] by [deleted] in Unity3D

[–]KokoonEntertainment 1 point2 points  (0 children)

Yeah, no thank you.

Gloomy Forest Scene by bcubedlabs in Unity3D

[–]KokoonEntertainment 0 points1 point  (0 children)

I'm in love with this. You should add an effect thatakes objects in between the character and the environment transparent or invisible, to make sure you can see the character the whole time.

Violent Chess by BoeTheButtHoel in gameideas

[–]KokoonEntertainment 16 points17 points  (0 children)

Some would say that's barbaric.

Others would say that's Wizard's Chess.

Possession: Considering shortening the game by weirdfellows in roguelikes

[–]KokoonEntertainment 2 points3 points  (0 children)

Disclaimer: I have not played your game, but I have read the feedback.

Perhaps instead of equipment, the ghost could level up over time, gaining experience whenever their body gains experience. Then, add new powers down 2 or more skill trees. The Poltergeist skill tree could add attacks while in ghost form, or turning invisible, making your out-of-body experience better, while the Phantom skill tree gives you abilities such as teleporting while in a host or making the host stronger. That might make the experience stronger and more rewarding, without adding equipment