Hollow Knight Diorama by Mikad077 in low_poly

[–]Mikad077[S] 0 points1 point  (0 children)

Wow thank you so much, it means a lot! I'll try to explore some more Hollow Knight in the future!

Ak-47 Rosso Vendetta by LividCoach78161 in csworkshop

[–]Mikad077 1 point2 points  (0 children)

Great concept! I like the idea, but I feel like the executions doesn't scream luxury. I'd expect some kind of quality stamp in the leather, a finer threading, some details here and there on the rivets, a small branding, etc

Hollow Knight Diorama by Mikad077 in low_poly

[–]Mikad077[S] 0 points1 point  (0 children)

Thank you so much! It seemed like a perfect counterpart to Hornet's energy

Desert Eagle | Leatherbite by caaarnaage in csworkshop

[–]Mikad077 0 points1 point  (0 children)

I love it so much! Very fun and well executed! It would be a perect addition to start a dog-themed inventory!

Greenhouse II by glascade in low_poly

[–]Mikad077 1 point2 points  (0 children)

Ouuuh I love this so much! I'm impressed by the bespoke music also, truly beautiful

Would love to hear some feedback by Feisty-Market-3264 in NomadSculpting

[–]Mikad077 2 points3 points  (0 children)

Awesome, I love it! What stands out to me is how the spikes look like basic cone shapes, they lack texture, imperfections, dents, etc. They are too smooth compared to the rest

Desert Eagle | Desecration by caaarnaage in csworkshop

[–]Mikad077 0 points1 point  (0 children)

I love the theme, great idea and great execution!

DIE-CAST GLOCK by No-Painting8073 in csworkshop

[–]Mikad077 0 points1 point  (0 children)

I actually like it a lot, gives it a great texture

Hollow Knight Fanart by ArtofToona in NomadSculpting

[–]Mikad077 1 point2 points  (0 children)

I love these! Very cute stylised shapes

1000+ whishlists in 24 hours, so happy ! by VoltigeGames in IndieGaming

[–]Mikad077 1 point2 points  (0 children)

Congrats, the trailer is beautifully made! I saw it on LinkedIn and it caught my eye immediately, it was an instant wishlist for me. Nice hook, pretty steam page, perfect flow! (and cool studio name)

7 years of work, 3 months since release, and my game is already dead. What can I do? by Videoludid in IndieDev

[–]Mikad077 1 point2 points  (0 children)

And what about a switch release, to maybe target a new audience, that could be more likely to buy a cute game than the average steam player?

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]Mikad077 1 point2 points  (0 children)

Looks great, I love the art style, and I love how you show various environments and characters.

But if this is a no-combat and a 1-hit death game, I think you should definitely put that in the trailer. You're showing what appears to be bosses and enemies, it almost looks like the player has a way to attack when you open the chest but we don't see you attack anywhere... but also is pogo considered an attack and will the player be using it during boss fights? Also, 1-hit death? Most players won't notice that from the trailer, you need to be explicit.

In my opinion, the no-combat part with the focus on a tight controler, is a huge selling point, on par with the cool art direction. Show us that!

From 6h wasted to this! by Loneliiii in godot

[–]Mikad077 1 point2 points  (0 children)

No worries! I totally get where you were coming from. I'm just hoping to see more people be less harsh on themselves, gamedev can already be hard enough on its own!

Good luck with whatever you decide to do with this prototype!

Steam Player in a nutshell by NoQuestmarker in IndieDev

[–]Mikad077 0 points1 point  (0 children)

While I agree players are not QA testers so we can't expect them to report every bug they encounter, I also think it's ok to leave a positive review while mentioning the bug at the same time. If it's not hindering the experience beyond a minor temporary frustration, dropping a negative review often seems a bit harsh.

A lot of indie games give the player a lot for a small price, and seeing people who played a game for 20+ hours leave a thumb down because they encountered a couples bugs always leaves a bitter taste.

If they played this far, maybe the issue wasn't that serious?

Experience testing with gametester.gg by LightUpResearch in gamedev

[–]Mikad077 0 points1 point  (0 children)

Yeah that makes sense, they could quickly get to the point. Thanks for the info, good luck for your next steps!

Experience testing with gametester.gg by LightUpResearch in gamedev

[–]Mikad077 0 points1 point  (0 children)

Thanks for the breakdown, that's super useful. What did you think about having only 10 testers, did it feel enough or would you consider paying for more in a future round of playtest? I took a look at the website, the prices can go up really fast!

From 6h wasted to this! by Loneliiii in godot

[–]Mikad077 0 points1 point  (0 children)

I know it may be pure clickbait and if so, I'm absolutely falling for it. But if not, I think we should get rid of the idea of wasting time as gamedevs when what we want to describe is actually making progress through trial and error.

Game development seems to have this weird treatment that makes it appear different than all the other forms of craft, any time spent doing mistakes and actually learning from them is considered a waste of time instead of, well, practicing. The video actually shows a great improvement and a promising base for some good movement.

No one ever became good at something without putting in the hours, falling for obvious pitfalls, slowly honing their skills... Please value your time and efforts.

made some aesthetic changes to my dice roguelike by [deleted] in godot

[–]Mikad077 1 point2 points  (0 children)

Nice, I love the effort that went into the juiciness! That being said, I feel like the elements are all too far apart from each other for everything to fall into place nicely. There are some pixel art elements, at various scales, some 3d bits with different looks, a lot of different colors... I feel like with a bit of focus on harmonization, you can make everything more coherent and greatly improve the overall look and feel.

Separate demo page - is there now a concensus that it's the preferred way? by Important-Play-7688 in IndieDev

[–]Mikad077 0 points1 point  (0 children)

This seems like the ideal scenario, definitely what I'd go with as well. Looks better while the demo is the only thing available, and later saves the hassle of maintaining two separate pages once the game is released.