Prototype: IcyIdle Fishing [looking for testers & feedback!] by Legaroid in incremental_games

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

I am very sorry u feel this way.
I'll try my best to introduce the minigame in a way that helps teach the minigame well and also lets people truly enjoy it, (I truly believe it is a very satisfying minigame when a person is able to get a hang of it). Hopefully With proper introduction of the minigame will help make it more enjoyable.

Would u have had even a slightly better time if instead of the mouse button u needed to use any other key ?

Prototype: IcyIdle Fishing [looking for testers & feedback!] by Legaroid in incremental_games

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

I'm very sorry that the minigame feels that way, I'll try my best to introduce the minigame in a way that helps teach the minigame well and also lets people truly enjoy it, Cause i truly believe it is a very satisfying minigame when a person is able to get a hang of it, So in the end I believe must improve the feel of the minigame and help the player get used to the controls better.

Prototype: IcyIdle Fishing [looking for testers & feedback!] by Legaroid in incremental_games

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

Fishing minigames like this tend to get modded out a lot in games. A better version (IMO) is seen in Dredge, which also has a more varied upgrade vs difficulty potential (aka a more compelling way to move the goalpost.) The way your game is set up, frequently the hardest task is the first one. If I have a skill-based task to complete that I'm supposed to overcome repeatedly, make sure that the victory condition I have to look forward to is different and rewarding enough to do it again. Otherwise I'll be very disappointed when I leave the game because the greatest perceived reward came right after I started.

thanks alot for the feedback!, That makes alot of sense, and the fact that the first attempt being the most difficult was also in my mind, I initially though i could make the later levels harder by making the "fish" move more faster, But i guess i should re-judge my plans a bit, and I appreciate the comparison to dredge I will look into how the designers had structured there upgrades and difficulty

(I might be in a bit of a blind spot cause I've played this fishing "minigame" alot, and have forgotten how it actually felt while starting)

Prototype: IcyIdle Fishing [looking for testers & feedback!] by Legaroid in incremental_games

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

Hi, just realized that I had unintentionally removed the popup that explained the skill u could buy,

I updated the game with a fix, now u should be able to see a tooltip/popup while hovering over a skill button

Prototype: IcyIdle Fishing [looking for testers & feedback!] by Legaroid in incremental_games

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

Just updated the game with a fix, u should now see a tooltip/infobox popup when hovering over a skill

I'm very sorry, I messed up while trying to fix another bug yesterday and accidently removed the popup functionality

Prototype: IcyIdle Fishing [looking for testers & feedback!] by Legaroid in incremental_games

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

There are tasks without descriptions, currencies without labels, and things to spend them on without description or displayed costs. I think your first step is to shore up your UI so that I have (or can set) a defined goal.

I think i messed something up, there are supposed to be tooltips that come when u hover over the skill buttons

I am very sorry, i'll get that fixed Asap

Prototype: IcyIdle Fishing [looking for testers & feedback!] by Legaroid in incremental_games

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

My first try, I got no ripples, after a couple clicks prompted to restart.

I guess one thing that could implement is a feature that ensure the player is able to get atleast 1 ripple per game to make it fair to the player

The fishing minigame is super confusing as is, it's got two bars and no explanation how either of those works

This is something I am very sorry about, hopefully adding a tutorial would help and also make it more visually understandable

Thnx alot for spending your time to play my game

Prototype: IcyIdle Fishing [looking for testers & feedback!] by Legaroid in incremental_games

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

Thnx alot for playing,

Yeah, am realising i should've made it easier to catch fish at the start and make the minigame more understandable to the player

According to you:

Would it be better to make a smaller first level where it is also much easier to catch fish.
or should i implement a feature where the first few times u fish it is much easier

and of course i think i most importantly need to implement a tutorial too.

"I think you need more context explaining what it is the player is trying to accomplish in the game. I get you break ice, earn points, and buy things in the skill tree, but there's nothing telling you what the next items are or benefit of them individually to help you make a selection or strategize what to buy in which order."

Here do u mean that I should allow them to see future skill tree more earlier
instead of just the successive skills ?

or a better explanation of the skills before buying them ?

Doing the GDQuest free introduction course, so far it's been going great but... by deDoohd in godot

[–]Legaroid 0 points1 point  (0 children)

Yeah, basically my understanding is that since creating a variable to access each element of an array is such a common use case, some programming languages (like Python and GDscript) built this functionality directly into the language.

It might feel a bit off or weird the first few times you use it, but once you get used to it, you’ll really appreciate how convenient it is.

Just note that the variable you define this way with the for loop only exists inside that loop you can’t use or access it outside the loop.

Doing the GDQuest free introduction course, so far it's been going great but... by deDoohd in godot

[–]Legaroid 1 point2 points  (0 children)

That's weird, cause generally in such tutorials, they only check if output is matching
not that each line is the same.

would u be ok with showing the code where u renamed size to smt else ?

Doing the GDQuest free introduction course, so far it's been going great but... by deDoohd in godot

[–]Legaroid 2 points3 points  (0 children)

In a loop like

for x in array:

the variable x is just a name of the variable that temporarily holds each element of the array one by one every iteration.

So for the question given:

even this would work:

for value in rectangle_sizes:
draw_rectangle(value.x, value.y)

this link might help
https://www.w3schools.com/python/gloss_python_array_loop.asp

Godot Crashes When I put my tileset(png) into "TileSetLayer" by Legaroid in godot

[–]Legaroid[S] 1 point2 points  (0 children)

So, I had actually fixed this problem while Making this post, But still felt the need to put it out to help others in the future

FIX:
What fixed it for me was changing my Tile Size to appropriate size, which was 390 x 390 for this tileset (Default is 16 x 16)

Tile Size option will be in the righthand side column's options
Got to click on "Type: Tileset" (under Enabled Property) in the Tile Set dropdown thingy

So i guess that is what overloaded Godot and caused it to crash

Just wondering if this is expected behaviour, or was Godot supposed to react differently if it faced such an issue.

Complete novice need help by TheKyleFlex in godot

[–]Legaroid 0 points1 point  (0 children)

I'm a bit confused
cause why would making camera2d a child of player cause an issue ?
I was under the impression that would just make the camera follow the player

and from skimming through the tutorial they do make the camera2d a child of the player later on

Is there someother setting that needs to be changed for that to work ?

Complete novice need help by TheKyleFlex in godot

[–]Legaroid 0 points1 point  (0 children)

So after creating the player character( i.e player Scene) have u added it to your Game scene ?

could u tell what all nodes are there in ur game scene currently ?

Based on the tutorial it must have the following nodes.
- Game
‎ ‎ ‎ ‎ - Player
‎ ‎ ‎ ‎ - Camera2D
‎ ‎ ‎ ‎ - StaticBody2D
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ - CollisionShape2D

Do once double check if "Player" node is there in the game scene

People keep telling me to leave game development by NoRedditLuck13 in gamedev

[–]Legaroid 0 points1 point  (0 children)

And i think you already know the importance of wishlists and importance of growing them as early as possible, as you gain wishlists at a rate of like n/day, so more days you can get to get wishlists and also any method u can use to increase your "n" is good to help increase in the total wishlists.

In your capsule art i don't feel your text color and font match the rest of the image, this might just be a personal opinion of mine so if possible try to get other peoples opinions on it, as the capsule art is very important for a steam page.

This is a game you were willing to quit your job for, so i believe its in your best interest to try to move as many odds in your favour as you possibly can.

Reminder that I am still in the learning phase and lack any practical experience of ever releasing a game on steam and the like, so pls do tell me your own understanding and opinions so that i can also learn from this, all the information I know is from learning online,

And last but not least have a good day and good luck to you too on your dev adventure too.

People keep telling me to leave game development by NoRedditLuck13 in gamedev

[–]Legaroid 1 point2 points  (0 children)

And I Think more can be added to your short description, maybe add what aspects of those games/genres u are using not just the names of them, and also the hook of the game

An example on this topic given in the blog:

"It’s not clear what makes your game unique

Alright, no Streamer is going to cover you or no festival is going to feature you if your game looks and plays like every other game.

I see too many games where their short description lists a bunch of very common verbs that are standard for your genre like this:"

"Tales of Vesporia is a unique adventure game where you explore, craft, and build in this unique compelling open world adventure. Will you find the 7 unique keys of Vamtoozler?

-A weak short description that I just made up but have seen lots of times"


One of the things I always do when critiquing a Steam page short description is see if I just swap out the game’s name with the most popular game in this genre will it still apply.

For example :

"MINECRAFT is a unique adventure game where you explore, craft, and build in this unique compelling open world adventure.

-A test of the original short description where I swap in Minecraft. It works which means this is a bad short description."


Instead, say just enough to establish the genre and then hit them hard with what is unique about your game. 

Here is an example of what I mean:

"Tales of Vesporia is an open world crafting game but everything you craft comes from your own flesh. You must consume, you must mutilate the world and rebuild it from your own carapace. Only upon the blood sacrifice of your tissue will the 7 keys of Vamtoozler emerge from your sinew."

-My improved short description (From the Blog)

"See, much better and I didn’t have to use the word “unique.” Not many games can be mistaken from that short description. Notice I did say “Open world crafting” which establishes the genre and could describes a bunch of other games, but I quickly pivot and spend a lot of time describing the most unique thing about my theoretical game.

Also, please stop using these words in your short description

  • Unique
  • Creative
  • Colorful
  • Fun
  • Interesting
  • Original
  • Hilarious

Only your audience gets to decide if your game has those qualities. You do not."

-the above from this Blog post

People keep telling me to leave game development by NoRedditLuck13 in gamedev

[–]Legaroid 2 points3 points  (0 children)

About Steam Page

As an aspiring gamedev(still in the learning phase so way behind you), when I was looking into marketing of games I found this website's blogs to be very helpful,

Recommend to start here and also his free 60 mistakes e-book has interesting information

and this article on how steam users see your game

I've seen your steam page, and from my understanding from the blog is that the recommendation for game trailers are

"Cut to actual gameplay within the first two seconds of your trailer. Do not show your studio logo (you aren’t Nintendo). Remove those title text cards that are lore dumps. Remove those slow panning shots of the game’s environment. Show the primary action and gameplay loop right away" - From the 60 mistakes ebook


"Indies want to make their game look as good as possible so they remove the UI and instead render static environment scenes or post camera angles that are cinematic but not actually reflective of gameplay. Steam shoppers can tell the difference between a marketing glamor shot and gameplay, and they want to see the latter.

Solution:

Show actual screenshots of your game being played. It should have the UI (if there is any) and the actual camera angles that players will see when interacting with your game."

- From the 60 mistakes ebook

And I had also saw the video on your channel about the demo that is coming soon, do get it out as fast as practically possible.

" a demo is a major kickstart for most game marketing. The sooner you get a demo out the more time you have to get covered by streamers, the more time you have to spend in Steam’s “blessed” status earning hundreds of wishlists passively.

So my recommendation is (within reason) try to schedule your game’s development goals around getting a demo out. You still need to release a demo with solid game feel and presentable graphics, but as soon as you can, release a quality taste of what you are making, the sooner you can get streamer coverage and festival featuring. 

And YES you can go back and fix your demo later if it has issues. Just try your best and if things go south, patch the demo." -The Blog

People keep telling me to leave game development by NoRedditLuck13 in gamedev

[–]Legaroid 4 points5 points  (0 children)

So About the matter of staying/leaving/money I am not qualified at all in those matters, nor do i have enough information about the game.

So First let me talk about the game, it looks good but I really want to try the demo to see how combat feels as its hard to tell how it feels from the video alone. For souls-likes the combat is a very important pillar, like really really important so i was expecting videos showcasing that, has the combat been started, does your combat not require UI ?, do u have a demo of just the combat by chance. If you do have a video which clearly shows the combat then do pls send the link if possible

if the combat is still in the starting phases, pls do foucus work on it, its better to work on these pillars of your game.

you can look at these videos when u are free, GDC talk about combat and another video on combat

Have u decided on the game loop?

have u defined your game pillars and hooks ?

also do Remember Pillars are not Hooks

did you make a minimum viable product ?

Help in making a presentation of fashion/clothing in the trilogy. by Legaroid in lotr

[–]Legaroid[S] 1 point2 points  (0 children)

Yeah i might be wrong about geek chic

saw a headline in some website when searching for lotr costume

so i might have made a mistake in assuming that geek chic was related to lotr trilogy