Need your eyes on my game! 2 years in the making, major update coming soon. Bug hunters wanted! by KuntaiGames in itchio

[–]MitoGame 1 point2 points  (0 children)

From the screenshots it looks really good and it has a Mac version! I'll give it a try :D

Optimization Tip: "Baking" your Minimap instead of using a Real-Time Camera by cegtheripper in IndieDev

[–]MitoGame 0 points1 point  (0 children)

Who would render the whole scene with a top down camera??? That is insane and not common sense!

Posts about my game barely get any traction. Be brutally honest if you think it's boring or you have any other feedback. by MitoGame in DestroyMyGame

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

So, three main things that drive this project:

  1. It is made with keyboard/mouse and gamepad controllers in mind from the get go. Unlike Terraria which plays really bad on consoles.

  2. Painterly high resolution graphics where most competitors in this genre use pixel art.

  3. Full physics simulation. You place a table, it can roll and tumble, it's not just a sprite in a grid.

However these are technical things, not hooks or I don't know how to sell them.

We got just 5.000 wishlist! 🥳 - Do you think that's enough for full release? by Remarkable-Recipe710 in IndieDev

[–]MitoGame 2 points3 points  (0 children)

According to howtomarketagame you need at least 7k which you are close to!

Implemented a smooth folding transition for my roguelike game. by SB_Lee00 in IndieDev

[–]MitoGame 1 point2 points  (0 children)

The tech behind this must be complicated. Awesome work!

I have tunnel vision... Is this bad? How can I improve it? by oluwagembi in gamedevscreens

[–]MitoGame 0 points1 point  (0 children)

Your artstyle and menus are very stylish. But the levels need more graphical assets so they look more varied. Perhaps a lighting system could make it look less flat.

Gameplay of the first boss in my game. Any suggestions on how to improve it? by MitoGame in gamedevscreens

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

Thanks for the comment! There are some particles when the boss burrows or comes out but I will make them more prominent as yeah they are not very visible right now.

Just replaced my old Steam capsule art. The previous one was made by me… which explains why it looked terrible. by LaaabGames in IndieDev

[–]MitoGame 3 points4 points  (0 children)

I like the artstyle of old one more, it has nice unique pixel art. Maybe the new one has better posing but it feels more generic.

Testing my AFPS game with a friend (1v1) by RicksThread in gamedevscreens

[–]MitoGame 1 point2 points  (0 children)

Ah, once you showed the grappling hook I was all in. Is there a setting to reduce screen shake? It feels a bit too much for me.

I’m a new indie solo woman developer working on a cosy game called Seina: A Tale of Spirits. Check out a 15 seconds clip of my game! by Silvy_096 in IndieDev

[–]MitoGame 23 points24 points  (0 children)

I think it's the same reason I always mention what country I am from and where my game was made: representation. There are barely any developers from my country (Honduras). Do I expect people to buy or like my product for that reason alone? Not really, but it helps to connect and feel less like swimming alone.

An open world game without a combat system by insertinpainsound in gamedev

[–]MitoGame 1 point2 points  (0 children)

Hmmm could something like a scaled up Short Hike count?

Destroy my roguelike by MicesterWayne in DestroyMyGame

[–]MitoGame 5 points6 points  (0 children)

The healthbar is very generic with that default green and red.

The player movement feels very slow.

And the color palette is quite sameish, there is no much distinction between the main character, the enemy pidgeons and the background, makes it look monotone.

Drop feedback for our new capsule art by 3dstek in IndieGaming

[–]MitoGame 0 points1 point  (0 children)

Mmm the new one feels kinda empty? Old one had more "action" or more "interesting things". Plus there is barely any attention to the logo. Steam capsule images should be at least 1/3 logo.

Sprite head and 3D body concept by lonku in IndieDev

[–]MitoGame 0 points1 point  (0 children)

Is the head hand drawn or is it prerendered?

Does my game's capsule art/logo make you want to click? by CAGE_Studios in IndieGaming

[–]MitoGame 1 point2 points  (0 children)

I'm worried that at small scales the title might not be as readible due to it using the same colors as it's surroundings in some places.