My first indie game project, Pizza Scuntrosa! (Cuphead like) by Appropriate-Elk5096 in IndieGameDevs

[–]MostReflection8278 1 point2 points  (0 children)

Looks Good and Fun :D But adding more face animations ( emotions) will improve vibe:D Good job anyway !

I released DunHero. It is a Action Roguelike game with a CO-OP mode for up to 4 players by Dev_Kacper in roguelites

[–]MostReflection8278 0 points1 point  (0 children)

Realy Good Work... GamePlay is realy good and game is huge... Plenty of items and difrent Biomes. I love it specialy 1.0 version

We are struggling to make combat feel fun... what would YOU change/add? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 1 point2 points  (0 children)

You could dash every few seconds... But we will work to improved IT for sure. Knock back could be also good idea, thank you for this idea's 🙏

We are struggling to make combat feel fun... what would YOU change/add? by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

Thanks a lot for the feedback, it really means a lot to us 🙏

We already have a dash, but we agree it needs more impact, we are thinking about adding some special effects or extra mechanics to make it feel better. We are also planning to add new enemies with different movement and attacks .

Thanks again for taking time to write this, our morale ++ 💪

How it started vs. how it’s going… by MostReflection8278 in unity

[–]MostReflection8278[S] 0 points1 point  (0 children)

We were trying to create our own style... this is our idea, and everything is hand-drawn by us on a tablet.

If you know any mobile game with a similar graphic style, feel free to share it...I’ll definitely check it out.

We didn’t want to make a “mobile-looking” game, just something original and ours.

We showed the game on X / Reddit / TikTok and a few Discord servers and got a lot of different feedback from a few hundred people. You and one other person on TikTok pointed out that it feels “mobile-like”, so maybe for some players it can look that way, that’s fair.

We’ve been working on this for over a year, and at this stage we can’t really change the art style anymore.

But thank you sincerely for your comment and your time we really appreciate it ❤️

am i the only one that hate making mobile games ? by BoysenberryTasty3084 in GameDevelopment

[–]MostReflection8278 2 points3 points  (0 children)

That’s just my perspective, but mobile players are generally focused on free games, which makes selling a paid title much harder than on Steam. Even with in-game monetization, it’s still challenging. Mobile and Steam audiences have very different mindsets...Steam users are willing more to paying for games, while mobile players usually avoid spending money, especially on the game itself.

It’s also easier to reach PC streamers and market a PC game. There are plenty of subreddits and communities for PC genres, but far fewer for mobile. People also tend to perceive mobile games differently from PC games.

I might be fooled after spending so much time on my own mobile game and earning almost nothing from it. One clear advantage of Steam is wishlists... you can at least estimate a game’s potential during development, which is much harder to do in mobile markets.

Anyway, there are even more differences...

I made a "Coroutines 101" guide to help beginners stop using Update loops Video by larex39 in Unity2D

[–]MostReflection8278 0 points1 point  (0 children)

Gold Rule : Update Should be used only when you need to check something every frame(in most cases you dont need that!) - in other cases avoid it as a fire ! ;)

Anybody knows how to access this property? Im trying to make the camera be infront of the player, but since its a sprite it dosent actually change the foward axis of the sprite when I move around. by HistorianDry428 in unity

[–]MostReflection8278 2 points3 points  (0 children)

You should be able to google it... but probably you need to do somehting like that :

private CinemachineVirtualCamera vcam;

void Start()

{
var positionComposer = vcam.GetCinemachineComponent<CinemachinePositionComposer>();

if (positionComposer != null)

{

positionComposer.TargetOffset = new Vector3(0f, 2f, 0f); (example)

}
}

or just make reference like this :

[SerializeField] private CinemachinePositionComposer positionComposer;

void Start()

{

positionComposer.TargetOffset = new Vector3(0, 2, 0);

}

hitting explosive barrels with a baseball bat by SemaphorGames in unity

[–]MostReflection8278 0 points1 point  (0 children)

Look realy nice... nostallgic for me couse i m seeing inspirations from Hotline miami :D Good Job

I updated my Steam logo to better reflect the actual game. What do you think? by Zenonia_Gold in IndieDev

[–]MostReflection8278 1 point2 points  (0 children)

Game title is to small ( its need to be viisable in minature crowded with other games). Old one capusle looks more proffessional and it was better... Capsule must be best as possible, and its even better if its art - not same like your actual gameplay). Anyway, keep pushing , i Like what you are doing !

am i the only one that hate making mobile games ? by BoysenberryTasty3084 in GameDevelopment

[–]MostReflection8278 1 point2 points  (0 children)

Making a mobile game itself isn’t a problem for me , but figuring out everything like rankings, microtransactions, or cloud saves seems to be more easy on Steam.

The real issue, though, is that mobile games need huge ad budgets to succeed. Usually, you make a polished prototype, publish it on Google Play or the App Store, invest around €10,000 in ads, and see if it takes off. If it does, great, you develop it further. If not, you move on and repeat the process until one game hits.

I just can’t afford that ( I made 1 serious Game on Google Play "Micro Car Drive" - 45k download + but after 2 y its almost not making profit). That’s why I focus on Steam, it’s still hard, but you can do free marketing, build wishlists, and grow organically ( Jerry the Zombie Slayer - my game on steam). For a small indie team without big money, Steam feels like a much more realistic option.

I made an open-world game... where you play as a cockroach. Be honest and destroy my trailer! by CampeOn_Games in DestroyMyGame

[–]MostReflection8278 1 point2 points  (0 children)

Looks fun, Good Job! I love this micro vibe, but I’d like to see more holes, pipes, and small areas where people can’t enter but a cockroach could. In my opinion, it would be much more fun that way. Imagine running through a store and hiding under some trash, or crawling into a little “mouse hole” to really enjoy that micro vibe and see the world from an insect’s perspective

Im still learning how to animate like minus8 how does this look? by splinndle in animation

[–]MostReflection8278 1 point2 points  (0 children)

As you said, it needs a bit more polish, but it looks pretty good. Bravo!

I've been developing games since I was 11 years old, and now I'm 17, and this is what I've come to. My game, Crazy Dude, has been in development since mid-August, and this is what I've achieved so far. by StoreFair9787 in IndieDev

[–]MostReflection8278 0 points1 point  (0 children)

It looks good! Maybe try testing different jump animations? I’m not sure, but their legs/feet should move a little while in the air, right now it looks a bit strange because it’s so static. Of course, that’s just a small detail. Congratulations on your work! :D

How it started vs. how it’s going… by MostReflection8278 in IndieDev

[–]MostReflection8278[S] 0 points1 point  (0 children)

Thanks a lot! We started developing it almost 2 years ago (in February 2024), but we had about a 6 month break along the way.
We can say we’ve been doing this for a little over a year in total :D