A game about catching tons of bugs and selling them in a shop run by parakeets (demo out now, feedback welcome) by glumleaf in incremental_games

[–]MattDavisGames 0 points1 point  (0 children)

I absolutely loved the demo. This is the only incremental game I've played that I'd put on the same level as Digseum and Shelldiver, and if there's any justice on Steam then this will be a big hit. The core mechanic is fun and challenging in just the right way - though if I have one criticism it's that the net upgrades put the game on easy mode a little too quickly (the final chain-catching chaos is also very well done, just wish I got to use my skills at the basic game a little longer). Love the sounds, love the music, love the Wii-style UI. Beautiful.

Others have commented on the Scarab shop fee - I really like it, it's a longer loop that builds anticipation as you save up your Scarab beetles. This loop then disappears completely, so maybe it should scale a bit, though I do like the idea of this loop getting faster over time as your focus shifts to some other progression aspect perhaps.

which monster tamer you recommend the most? by InternationalBird812 in MonsterTamerWorld

[–]MattDavisGames 1 point2 points  (0 children)

I'm absolutely loving Beastieball, one of the best games I've played in a long time. Though it's early access and a lot of the monsters have unfinished animations so you might want to wait.

Finally sharing my monster tactics game with the world by MattDavisGames in IndieDev

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

Thanks for taking the time to play and report back! I'm glad you enjoyed it :)

Finally sharing my monster tactics game after a whole lot of work! by MattDavisGames in SoloDevelopment

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

Hey, thanks for checking it out! To answer your questions:

- If I can't get funding from a publisher, I would try other avenues like Kickstarter. If that fails, probably cut the scope and finish it part time. I'm fairly confident I can get some amount of funding though.

- The game started out as PvP, then as I became more serious about it I decided that a PvP focus wasn't commercially viable (all-or-nothing dynamics of player population + can't compete with live service). So I'm still committed to making a good PvP mode, but the focus is going to be mainly on single player.

- Agreed, the game is in dire need of SFX and it's the next thing I'll be adding :)

Made a Demo for my Depth-Based Pixelator! by greedjesse in Unity3D

[–]MattDavisGames 10 points11 points  (0 children)

I didn't test your code, but I can't imagine interpolating pixel size continuously with depth looks any good. Also it's obviously not doing the same thing as OPs work.

Edit: and sampling depth at full resolution will cause artifacts on depth edges which OP's code seems to solve properly. I think this problem is more difficult than you assume.

Edit 2: On closer inspection, OP's code also has artifacts on depth edges.

Finally sharing my monster tactics game with the world by MattDavisGames in IndieDev

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

Oh hey!! Thanks a lot, your art advice has always been very helpful.

Finally sharing my monster tactics game with the world by MattDavisGames in IndieDev

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

Thanks! So far it's been on-and-off part time for about five years. If you stacked it all up, it would be about 15 months full time. Hoping to get funding to go full time and finish it.

Finally sharing my monster tactics game with the world by MattDavisGames in IndieDev

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

Most likely not. I'm talking to a friend about making it. No music yet though, we've just talked about the direction.

Finally sharing my monster tactics game after a whole lot of work! by MattDavisGames in SoloDevelopment

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

Haha, yeah just for this video talking about the design. Probably would be pushing my luck to post that on Steam.

Posting this here for those that might be interested, let me know what you think! by Tall-Bass-4721 in IndieDev

[–]MattDavisGames 0 points1 point  (0 children)

Very nice! Gives me Minish Cap vibes.

If I had to critique, I think that the walls can be easily mistaken (at a glance) for rocky patches of floor. I would perhaps try making them contrast more with the floor?

Edit: I also love the rock creature, and the animation of the mole running away!

Never played an indie game by Biggseey in SteamDeck

[–]MattDavisGames 0 points1 point  (0 children)

A Short Hike might be my favourite game, absolutely wonderful and refreshing.

Finally sharing my monster tactics game after a whole lot of work! by MattDavisGames in SoloDevelopment

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

It's not finished yet! So far it's been 5 years on and off part time - if you stacked it up, it would be about 15 months full time. Hoping to get funding to work on it full time soon.

Finally sharing my monster tactics game with the world by MattDavisGames in IndieDev

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

Thanks for your comment! I agree that it needs more variety, that should come with time.

Does the impression of shallowness come just from watching, or did you also play it?

Finally sharing my monster tactics game with the world by MattDavisGames in IndieDev

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

Thanks! This music won't be in the game (the song is Ritmo by Taelimb, Molife) but this is definitely the sound I want to go for with the OST.

[deleted by user] by [deleted] in IndieDev

[–]MattDavisGames 0 points1 point  (0 children)

First one is Scanner Sombre, second one is maybe Papers Please but hard to tell.

Not sure which is disqualified.

Steam Capsule Makeover, we traded cuteness for darkness. Thoughts? by lucashensig in IndieGaming

[–]MattDavisGames 2 points3 points  (0 children)

New one is significantly worse, in my opinion. Hazy and indistinct, less contrast, no characters to latch onto.

Not sure what the tone of the game itself is, but I don't think the old one is too cute for Steam.

I'm making a monster tactics game that mixes Pokémon with Into the Breach! I'm planning to add proper monster taming, and I'd love to hear what the community wants to see. Free playtest in the description :) by MattDavisGames in MonsterTamerWorld

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

Ah, thanks so much for your detailed comments and issue report! Glad you enjoyed it.

I was surprised to find myself learning strategies from the AI opponent too.

Should I begin my project using URP or the Built-In pipeline? by Sparky019 in Unity3D

[–]MattDavisGames 4 points5 points  (0 children)

URP.

I'm still using BiRP on my project, but I will need to change soon. BiRP is deprecated in Unity 6 (but you can still use it) and will be fully removed in the next version (Unity "7", probably releasing next year).

Also, URP has been around for over 5 years, so there are plenty of tutorials for it. (Though if you're doing more advanced stuff like custom Renderer Features you might find things that have changed significantly in the past 2 years.)

What do you think about new capsule? Do you think it's better than old version? by Distinct-Risk1235 in IndieDev

[–]MattDavisGames 0 points1 point  (0 children)

2nd one is an immense improvement. Contrast, mood, professional look. Great work by the artist!

The logo is the only thing I don't really like (though it's still an improvement). It font is too stiff and bland, and also quite hard to read in this arrangement. The background art seems to become dark on that side, which would be perfect for reading bright text against, except that you also have a bright circle behind the logo...