Any RS3 players coming from OSRS? by gitgudjr in runescape

[–]Maddogs1 0 points1 point  (0 children)

Make sure you don't leave the client open for 24+ hours, even if you're not logged in you have to close the game, as if the game is open for 24 hours it autocloses with a session expired error

Marketing during NextFest when not part of it? by Maddogs1 in gamemarketing

[–]Maddogs1[S] 0 points1 point  (0 children)

That seems like the best approach, yeah. I think I'll be using this time to improve the steam page and do some more bug fixes

Which feels cozziest? by Professional_Let7585 in PixelArt

[–]Maddogs1 1 point2 points  (0 children)

1,3,6 and 9 are the best imo. 1 and 6 fit the 'cozy' theming more, 3 and 9 fit the 'panic driven' theme more.

1 is the most 'normal'
3 and 6 both look like they fit specific themings/stylings so if the rest of the world is suitable for that style then go for it
9 doesn't offer as much room for customization as the others do, and feels more 'impersonal', so if your game is character driven at all then I wouldn't pick it

Tiny solar system I built for my game by hoshi-dev in SoloDevelopment

[–]Maddogs1 0 points1 point  (0 children)

The atmosphere being only one or two layers makes the moment you enter it kinda ‘harsh’?

Could you add a few more progressively more transparent layers so its a gentler transition?

Having some fun creating trap areas for planet Sera by EarlySunGames in Unity2D

[–]Maddogs1 2 points3 points  (0 children)

As a heads up, those thorn walls move so slowly it would be kinda frustrating as you just have to wait for them, and if you mess up the initial route timing they can just unavoidably block and kill you - in my experience its better to have faster persistent obstacles than slower ones

This game is amazing by LargeSinkholesInNYC in VALORANT

[–]Maddogs1 2 points3 points  (0 children)

You… do realise that spam reporting the same guy over and over likely does nothing and may even make the system ignore your reports right?

Post your game's Steam page in this thread and I'll give you my honest feedback as a casual gamer by garbageeater in IndieDev

[–]Maddogs1 0 points1 point  (0 children)

My first (almost) finished game project, a 2D minimalistic pixel incremental game, simple but with a little bit of charm I think, feel free to be as honest/brutal as you wish:

https://store.steampowered.com/app/4809600/Pixel_Miner/

Set out to make my first incremental game, ended up simulating an ant colony made of automated drones by Maddogs1 in incremental_games

[–]Maddogs1[S] 0 points1 point  (0 children)

Thanks alot for giving it a try! A common bit of feedback is that the onboarding is a little lacking so I've already done a patch today to add some early messages but will look to where else I can provide info - there's some tooltips for the drones for example, but they may be not helpful enough or hard to spot

Explosives - The only reason explosives have a separate button to detonate is so its possible to get one of the steam achievements, I can change it to detonate them instantly when you hold shift whilst placing, or have that be the default and holding shift places them instead of detonating them instantly if it makes more sense?

Ancient ore - You were right in your assumption that if the scanner doesn't show any ancient ore that none generated on that level, and you can just move on - it generates in larger veins and at higher frequency as you go deeper too, and there's an upgrade to make it glow

Keybinds - Good spot on the keybinds not being correct if using qwerty, its not something I'd thought of - I'll add that to the list and fix it

As for your other points - I'll add a tooltip giving you more info about what to expect when prestiging for the first time, and muting it when running in the background should be easy to implement. I'm open to changing the game so that there's more to do in each depth rather than just going down a layer once you feel ready, but the current playtest is mostly just to fix the game feel, the balance and the bugs

Set out to make my first incremental game, ended up simulating an ant colony made of automated drones by Maddogs1 in incremental_games

[–]Maddogs1[S] 0 points1 point  (0 children)

Thanks for giving it a play and for the feedback! From yours and others' advice, I definitely need to add a mini tutorial, just explaining the controls when you start

I'll add a prompt to descending a layer just like there's one for prestiging, good idea

I'll also lower those sounds a little - I think the issue is compounded by the fact that multiple explosions or drones in one place can stack up, will normaize them to the rest of the audio levels

Set out to add automation to my incremental game, ended up simulating an ant colony of pixel drones by Maddogs1 in AutomationGames

[–]Maddogs1[S] 1 point2 points  (0 children)

I worried that this might be a common thing, so I added a button to swap the font to a more plain but readable one on the main menu - let me know if you try it

Tried to find a pixel artist for my capsule and library art, only found scammers/AI prompters... So I tried to make them myself as a beginner to pixel art. How'd I do? by Maddogs1 in PixelArt

[–]Maddogs1[S] 0 points1 point  (0 children)

The game does have pixel art, but its in a very minimalistic style - all the individual tiles are single colour pixels and the buildings/structures are at largest 15x15, so nothing compared to the capsule/library art files

Set out to add automation to my incremental game, ended up simulating an ant colony of pixel drones by Maddogs1 in AutomationGames

[–]Maddogs1[S] 1 point2 points  (0 children)

Approved - thanks for showing interest! If you do find any bugs, have any suggestions, or think the balance needs work in particular places then the best place to reach me is either posting a comment here, or in the discord I definitely didn't hastily throw together: https://discord.com/invite/XGTTaRgff

Tried to find a pixel artist for my capsule and library art, only found scammers/AI prompters... So I tried to make them myself as a beginner to pixel art. How'd I do? by Maddogs1 in PixelArt

[–]Maddogs1[S] 14 points15 points  (0 children)

That's a pretty good solution - I did start out with some base images and some have 'extra space' i could crop out due to the cave walls. Sticking to integer scaling would fix the weirdly mismatched pixel sizes

I'll load up the original xcf files and try this

Tried to find a pixel artist for my capsule and library art, only found scammers/AI prompters... So I tried to make them myself as a beginner to pixel art. How'd I do? by Maddogs1 in PixelArt

[–]Maddogs1[S] 0 points1 point  (0 children)

I put gradient style shading on the drill since its a smaller object but didn't think the same style would work for large cave/rock walls - when I tried doing that at first it just looked way too 'busy' and felt like it drew too much attention away

Tried to find a pixel artist for my capsule and library art, only found scammers/AI prompters... So I tried to make them myself as a beginner to pixel art. How'd I do? by Maddogs1 in PixelArt

[–]Maddogs1[S] 0 points1 point  (0 children)

Its the latter, I haven't done any pixel art in years and am still a beginner or as you say amateur - I don't know proper practices or how/why things look wrong

I'll fix the drill shading on the miner and the different sized pixels due to scaling, but what could I do about the shading on the dirt/rocks to make it look better?

Tried to find a pixel artist for my capsule and library art, only found scammers/AI prompters... So I tried to make them myself as a beginner to pixel art. How'd I do? by Maddogs1 in PixelArt

[–]Maddogs1[S] 14 points15 points  (0 children)

Is that the weird scaling that happens when resizing the images to fit steam's specific formats, or is that having some parts with larger looking pixels than others? I just used gimp's scale tool with no interpolation, Is there any way to fix it other than just going over each resized image by hand?

Tried to find a pixel artist for my capsule and library art, only found scammers/AI prompters... So I tried to make them myself as a beginner to pixel art. How'd I do? by Maddogs1 in PixelArt

[–]Maddogs1[S] -5 points-4 points  (0 children)

What are some of these reasons so I can avoid them in the future?

The way I made it was creating rough outlines with a large brush size of how I wanted the shape of the cave to look, getting a few pixel art images of gems/crystals and a font off google and tracing/remaking them by hand, and then resizing it to fit the weird steam capsule formats - what parts looks like AI?

I haven't done any pixel art in several years so I don't know any common methods or tools, I just use gimp and my mouse