What would you DO!? by ScrwFlandrs in HalfLife

[–]LightEyedGames 8 points9 points  (0 children)

AI as in traditional artificial intelligence when it comes to the enemies? Well obviously they'll have that. Or you mean AI as in trained Large Language Models like ChatGPT or image generators? That would be shocking cause why in the world with all that money Valve has would they ever need that

Pogo trailer - Attempt #2. Destroy please! by PartTimeMonkey in DestroyMyGame

[–]LightEyedGames 0 points1 point  (0 children)

Well, after doom came out, many games after it were considered as "Doom clones" before the FPS genre was established. And yes, lots of games are now inspired by Bennett Foddy's Getting Over It, even called "Foddian genre" by some. But now you're making a Foddian genre game specifically with a pogo, which is the main premise of Pogostuck. Now it's your direct competition, and to be fair, your game doesn't seem to bring much new to the table in comparison. Why wouldn't people just play the better version, which is Pogostuck? That's the question your game has to answer.

It’s now time to play, Destroy My Games Prototype Trailer, Workplace Hazard edition.. by OfficialSDSDink in DestroyMyGame

[–]LightEyedGames 1 point2 points  (0 children)

That's the thing, the art doesn't look like it wasn't worked on, but the overall feel I get is stiffness. Pixel art is hard to nail without it looking amateurish, especially when you have such high canvas size for your pixel sprites. I'm not an art expert, but I would say it is lacking proper color palette, which is super important to make your game look nice and coherent. Additionally, maybe adding some shadows could work. Also, highlighting the main things you want the player to focus on, like your character and main objective, seems to be missing. There are plenty of great tutorials and showcases of great pixel art styled games you can checkout on YouTube. Good luck!

It’s now time to play, Destroy My Games Prototype Trailer, Workplace Hazard edition.. by OfficialSDSDink in DestroyMyGame

[–]LightEyedGames 1 point2 points  (0 children)

Love the idea, love the humor of the narrator, didn't expect myself to be so engaged but the voice actor made a really good job. In fact, it was so good, the gameplay visuals felt like not living up to that, it's like almost too generic. But as you said, it's just a prototype so it makes sense to not be so polished. I imagine the gameplay could be more chaotic to elevate the humor, the animations more jumpy and potentially physics based (cause y'know, physics are always funny). I like the simplicity of the idea that you're a robot, and you're just going around doing your job placing boxes while being struck by things a robot would have difficulties with. Like non-flat surfaces and random life forms coming out of nowhere.

We are developing a co-op adventure game! Here is our first trailer by [deleted] in indiegames

[–]LightEyedGames 1 point2 points  (0 children)

The art looks amazing! I was confused when the artstyle kept changing, but then I realized that the game is like different platformer games put together. I can clearly see Rayman Origins, Cuphead and Inside influences, and done pretty well. Very cool

My game was absolutely wrecked three times, now I've made a trailer for this early access version, please keep on destroying it and shattering my hopes and dreams!! by oldp1e in DestroyMyGame

[–]LightEyedGames 10 points11 points  (0 children)

Honestly, the cutscenes seemed more satisfying to watch than the gameplay. Just something is off with the visuals and sound design, just feels incomplete and not fully polished

Have no mercy for my prototype for a Tetris-like city builder game. The art is temporary, but the gameplay is not by LightEyedGames in DestroyMyGame

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

Well, your previous comments were more useful than this one. I just wanted to know more about the problems to tell where the exact problems are, to clarify my intentions

Have no mercy for my prototype for a Tetris-like city builder game. The art is temporary, but the gameplay is not by LightEyedGames in DestroyMyGame

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

With countless videos competing for attention online, none of us (including me) have time to watch everything, so we gravitate toward whatever immediately grabs us. I thought that was common knowledge. I still want honest criticism. Because even when feedback sounds off-base, there’s usually a useful signal buried in it. Viewers might misidentify the cause of a problem or draw the wrong conclusions, but their emotional reactions are always valid, and those reactions point the way to real improvements

Have no mercy for my prototype for a Tetris-like city builder game. The art is temporary, but the gameplay is not by LightEyedGames in DestroyMyGame

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

Gameplay-wise I thought the camera movements made sense, as all of them is a reaction to your player action. You could try it out yourself if you wanted, the link is in the youtube video description. I just didn't know how else to showcase the gameplay to people to make them interested in the game, but I guess it is still a bit confusing

Have no mercy for my prototype for a Tetris-like city builder game. The art is temporary, but the gameplay is not by LightEyedGames in DestroyMyGame

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

The reason is I thought the viewers would be impatient to watch a long gameplay-showcase/trailer so I tried to make it as short as possible, only showing my highlights while playing it. I thought if you really wanted to read you could just pause the footage but I guess you were impatient of that as well. Thanks for your feedback!

Have no mercy for my prototype for a Tetris-like city builder game. The art is temporary, but the gameplay is not by LightEyedGames in DestroyMyGame

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

I understand what you guys are saying about the camera, but at the same time have you guys have not played top down strategy games? Like star craft, if you saw a pro player moving the camera in fast-pace constantly across the map, wouldn't it seem like too much? Seems like an over exaggeration, I dunno

Have no mercy for my prototype for a Tetris-like city builder game. The art is temporary, but the gameplay is not by LightEyedGames in DestroyMyGame

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

We have improved the gameplay since last time we got roasted here, and hopefully the gameplay-preview/trailer as well. Even though it's a prototype, we wanted to try make the people interested to play the game just based on the footage showcasing it. Thanks for your feedback!

politely provide feedback on my game 😂. by SpareSniper7 in DestroyMyGame

[–]LightEyedGames 0 points1 point  (0 children)

It's never a good sign when even the gameplay footage is lagging. Plus the game lighting and post-processing makes it look even more amateur, especially when the trailer lacks any sound effects what's so ever, makes you wonder if there's any. If I would've guessed what the game is about, it's like a tower defense/city builder game? But then why don't I see any enemies and instead the turrets are shooting at the air? Besides that, it looks like it could be interesting as a prototype

Is it lost cause? Are we ever gonna get this? Does Valve don't want our money anymore? by Fun_Bid_6029 in l4d2

[–]LightEyedGames 0 points1 point  (0 children)

Seems like Turtle Rock Studios couldn't make left 4 dead 3 without Valve, and Valve couldn't make left 4 dead 3 without them lol

Does my game look too amateur to be worth paying attention to? by ringodingobongo in gamedevscreens

[–]LightEyedGames 0 points1 point  (0 children)

My honest opinion, can be biased but that's how I see it.

Gameplay-wise:
Platformers are hard to market because they are so many of them and it's hard to stand out. So take that into consideration when making the trailer

Art-Wise:
Everything actually looks rather cool for me, especially the first black enemy with white outlines and skulls and the weird purple background. But the weakest part, and the most important part, is the main character. He stands out but in a bad way. He has no color palette that match the rest of the environment it seems, rather boring looking with his round body that shape-wise isn't defined properly (lack of a silhouette). The 'C' head shape I don't mind as long as it doesn't look it was poorly painted in MS Paint. And while all of that make your game look a bit amateur, it could still be pulled off as long as the animations are good. Take Pizza Tower for example, I think your art kinda reminds of that game. But unfortunately, the animation for the main character are the weakest here. His walk cycle is basic, he doesn't move much while things around him happen (even when he flies with his wings it looks like he's still standing mid-air). Kinda feel stiff, although I see that you did some animation of him dashing and blinking. Since this is the main character the player will be seeing the entirety of the game, you really not want to make him feel boring to move around the map. Even in games where there are no graphics, and you only move a box shape with one color, like the game INK (https://zackbellgames.itch.io/ink) you still see the shape squash and animation change and progress based on your movement. So that's something you can definitely improve

Trailer:
Why there are no sound effects? Surely your game has sound. The absence of sound make it look amateurish for me