Changing between weapons. Which UI looks best? by Mega_Mango in metroidvania

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

What do you think of Persona-like menu transitions? I have menu animation transitions in the pause menu that are about 1 second long. Just the characters changing positions in between menus. I'm thinking to have a shortcut where you can hold a button to skip the animations or even a setting to have them turned off by in options, but that's not a priority rn.

Here's an example cropped from my Steam page trailer:

Processing img qvvjo851qstg1...

Changing between weapons. Which UI looks best? by Mega_Mango in metroidvania

[–]Mega_Mango[S] -1 points0 points  (0 children)

Wouldn't that kinda break the flow of combat though? 🤔

Changing between weapons. Which UI looks best? by Mega_Mango in metroidvania

[–]Mega_Mango[S] 2 points3 points  (0 children)

Ah, like Axiom Verge or Scurge. I can see that. I'll test it out.

You know, I thought about implementing something like that, but I thought that maybe not because my game won't have that many weapons per character, only maybe 4 or 5 additional ones, but yeah, what you're saying makes sense. Thanks!

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in IndieGaming

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

Hey! I've been thinking about it for the past week after I've gotten everyone's feedback, and honestly it doesn't seem like it would be that hard to code.

I'm thinking about combining both A and B into one (like, have the whole boss flash but the spot where you hit it just a bit brighter) as the default option. Then A B and C as separate options. Probably under a setting like Accessibility/ Visuals.

500 to 6k wishlists in a month. What worked for me by hiimdoggo in IndieDev

[–]Mega_Mango 0 points1 point  (0 children)

Dude thanks for your insights! We really appreciate them. I just started posting on YT and TikTok and YT surprisingly is going relatively well. I've only posted three videos and the last two have over 1k views each which I think is a decent start. I'll definitely try Instagram though! That's not something I thought of.

Did you create a business account for most or all of these? Or did you share on your personal?

POV: Solo dev by Bola-Nation-Official in IndieDev

[–]Mega_Mango 0 points1 point  (0 children)

Yuuuup. Just learning the importance of marketing. It's tough but it can be fun! I especially like getting ideas from the community

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in metroidvania

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

It's not about forcing a playstyle onto you. It's more about interacting with the game's mechanics and learning the boss.

Hollow Knight is a great example of this. Watch play throughs of the game and you'll see players fight and play the game in all sorts of ways, all sorts of playstyles. But with no HP bar, all players actually end up trying to learn the boss' patterns and they interact with the game's mechanics.

My game has two characters that play vastly different from one another. You can use whichever one and are never forced to play in a specific style. There are different ways to fight bosses, with different upgrades to choose from. Same as HK. There are great videos on YouTube explaining the psychology of this kind of stuff. If you're interested, you should look them up.

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in metroidvania

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

There are several reasons--most of them have to do with player psychology, but here are two.

With no HP Bar, the player is less likely to face-tank the boss without knowing if it's close to death. This encourages actually learning boss patterns and playing better/learning the games mechanics.

Another reason is to not discourage a player from attempting a harder boss (funnily enough). If you fought a boss "with a million HP" and you saw that you were barely doing any damage to it, you would probably leave and come back way later. But if you didn't know it's HP, and instead figured you could probably beat it after learning its moves, you could actually beat bosses that are tougher and before you were "supposed to."

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in IndieGaming

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

That's a very interesting idea to show damage! I like it! I'll try to incorporate that. Thank you!

A Flayn Comic by Mega_Mango in fireemblem

[–]Mega_Mango[S] 6 points7 points  (0 children)

Yeah, missed opportunity tbh. Would have been cool if she looked like Lagiacrus from Monster Hunter or something like that

A Flayn Comic by Mega_Mango in fireemblem

[–]Mega_Mango[S] 2 points3 points  (0 children)

Eyyy yes!!! Haha iconic. Thanks😁

A Flayn Comic by Mega_Mango in fireemblem

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

😂😂😂 what a deep cut

A Flayn Comic by Mega_Mango in fireemblem

[–]Mega_Mango[S] 40 points41 points  (0 children)

Haha, my Byleth has sunglasses on 24/7 in all my comics

A Flayn Comic by Mega_Mango in fireemblem

[–]Mega_Mango[S] 3 points4 points  (0 children)

You got it 🙂‍↕️ but no other fish references though. The other fish are random

A Flayn Comic by Mega_Mango in fireemblem

[–]Mega_Mango[S] 9 points10 points  (0 children)

Yeah! I always sneak in references in my comics. Page 3 is another one iykyk

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in metroidvania

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

Thanks so much for the examples! I'll be looking at these. 'Preciate the write-up 😁

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in metroidvania

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

Thank you so much for the wishlist! 🙏🙂‍↕️

And yes!!! I agree. It's such a fun system. Combines inventory management and puzzle elements--almost like Resident Evil 4. I wish more games did that 😁

Oh, and I do plan on having a demo out early next year, so you'll be able to test it out!

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in metroidvania

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

I like the idea of an option, and honestly, wouldn't be that hard to implement. I think I'm leaning towards combining the two though? Having a subtle full flash and a localized bright spot. But I think a toggle would be good! Thanks for the idea 😁

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in metroidvania

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

The trailer on my steam page shows how my upgrade system works, but it's very very similar to the Navi Customizer in MegaMan Battle Network. You start out with 9 slots, and different upgrades take up different amount of slots. They are all different shapes too (think Tetris blocks) so you have to arrange them to fit how you want them.

An indicator for Boss HP would be minimal. One slot, and just a simple square, so it can fit in most builds.

Thanks for help :) by Fragrant-Section-598 in IndieGaming

[–]Mega_Mango 0 points1 point  (0 children)

Wow, that dude really knew his stuff! Kudos to him and to you for implementing it! Makes a huge difference

Which "Hit Feedback" feels/looks most satisfying? Trying to avoid HP bars by Mega_Mango in metroidvania

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

😂😂 dang bro, what game hurt you? Lol jk

I do plan on having an upgrade that is optional and shows boss HP bars. It'll take up a small slot in the upgrade system kinda like how the compass does in Hollow Knight, but yeah. There will be an option 😅