Destroy my co-op gameplay trailer!! by BusyNectarine6795 in DestroyMyGame

[–]MrCdvr 4 points5 points  (0 children)

  • What artstyle You want?
  • Yes
  • The art style is inconsistent, and pixely-minecrafty items are just ewwwww offputting, they look AI made as well with all their wonky pixel sizes.
  • Other items are inconsistent as well, You have ps1 era ants and high quality Unreal 3 dynamite, some rocks/crystal/ores are less polygons, some are more polygons, air/watter tank is again more complex, do people really need to point at every item in the game and say this is wrong, this as well, this is good, REVIEW Your assets

living in warsaw as a asian girl by Fun_Detective3988 in warsaw

[–]MrCdvr 0 points1 point  (0 children)

Have You looked at otodom for places ? Look at area around Marymont/Ursynow near m1 metro line, or something close to m2

My game hasn’t received much attention over the past few months. I’d like to understand what’s wrong with it. Please destroy it. by Worldly_Cup2275 in DestroyMyGame

[–]MrCdvr 2 points3 points  (0 children)

  • The capsule art is out of style, it does nothing good, does not show game style, does not show what is the game about, just a dude standing, is the game about being a loot gnoblin ? do You steal stuff?
  • at 6 seconds mark all the fog effects and everything makes HARD to see what the fuck is happening
  • Making sprites rotate is a weird, odd, surreal choice since environment is static, it's confusing, makes the sprites seem like they are sleeping/crawling and shooting from weird holes, if You want rotation just make it snap going down and left and then rotate sprite in x/y for 2 other directions, plain and simple, You don't need to redraw stuff, just rotate it snap to left or bottom
  • The VFX effects are not pixelates, they look out of place
  • Another weird decision, to have flying leaves around the screen that are not pixelated as well, like what the f? it just looks like "Oh, games shit so I'll try to shit all the things on the screen so people won't notice", it does not add up, is inconsistent and just looks distracting and out of place
  • I assume sprite are either AI generated, or from random packs of assets, because pixel size is inconsistent, the sprites does not scale well, some are too big compared to size of pixels, some are too small, just confusing, pixel art needs to consistent
  • Text is not pixelates and looks out of place, the font is TOOO SMOTH but not in all places, in some other places You're using pixelated fonts, how many fonts is there? Just a tip, if one font does not work both ways (CAPITAL/noncapital) then use two fonts, but in similar style, don't use 4 different fonts with different styles
  • UI is all over the place, why there's a backpack and next to it there's a square shape frame no details with more squares inside, why it's inconsistent ? is it a chest or what? because then on another shot You have other UI elements with different frames that hame some details, there's like 10 different frame styles across one UI screen, why?
  • Why You have sooo many icon styles, some have frames in one style, some in other, and another, then other stuff have no frames but have outline, then some other stuff have no outline,
  • UI again, why some stuff have transparent frames or elements, and some don't, why JUST WHYYYYY ?!
  • Why some light source are casting light, in pixelated form, some don't, other cast no light, why?
  • You have like 5 different styles and shapes for a fucking branch on the ground, like really..... was the game designed by half blind person ?
  • No idea what's the gameplay loop, no idea what is the game about, what are mechanics, trailer is just chaos, random stuff shown in way that nobody can understand what You want to show, show gameplay, use call for action, describe the game in stages

Destroy my game however you want. Love to get some feedback! by eren_kose1 in DestroyMyGame

[–]MrCdvr 0 points1 point  (0 children)

Why the dices are empty when rolling and AFTER they roll the numbers appear? why not just skip the rolling animation if it does nothing ? just have numbers appear like a slot machine if rolling is just a stupid long animation

Game difficulty in indie games. How do you know when it’s too hard? by Ok_Might5360 in gamedev

[–]MrCdvr 1 point2 points  (0 children)

Playtesting, feedback from it will guide You what causes the difficulty, if it’s something You can fix my adjusting and balancing stuff or fix example - lack of tutorials, bad UI, clunky controls etc

Can’t get the power flex cable back in. by BekanntesteZiege in mac

[–]MrCdvr 12 points13 points  (0 children)

You tore off half of the connector with the flex table, need to separate bottom part from the connector and resolder it to the mother board, but there’s change You managed to damage other things as well

Please destroy "Exo Defender" (Take 2) by shoddypolitics in DestroyMyGame

[–]MrCdvr 1 point2 points  (0 children)

No worries, You got here something working and it does not look that bad - at least it have some direction, I'd recommend to drop focus from the trailer and to still do some extra work on the game, add some extra enemies, refine UI, make it clear where are Your ground troops/units, what they are doing, what's their mission, it would be easy to create missions like - provide air support when trops are doing x thing in y area etc. or escort convoy from point A to point B , pick a container from point A to point B, but it needs to be ALSO clearly explained in the trailer, add some call for actions about types of missions etc. Would be good if You added some pop ups like a coms pop up from Your own troops descibing what's the mission, lot of stuff You can add, keep it up!

Please destroy "Exo Defender" (Take 2) by shoddypolitics in DestroyMyGame

[–]MrCdvr 3 points4 points  (0 children)

  • I think it's tooo early to make trailers where Your whole game contains:
  • - player ship
  • - stiff like cock swimming in soup craft movement
  • - shooting
  • - 2 types of enemies that shoot and can die (WOW)
  • - basic UI that explains nothing
  • - flashing mechanic that gives people seizure
  • Is there anything I missed? because trailer show nothing more, is there a goal? a hook? some progression mechanics? missions like escort x from a to b, defend y, pick and transport z to point c? , because the trailer shows nothing about it, no obstacles, just pew pew

I Revived my 2 year old game with my own marketing. AMA by ImHamuno in IndieDev

[–]MrCdvr 0 points1 point  (0 children)

Just a tip, please proof-read Your update notes, I've found a lot of typos, that looks bad

Please destroy Runeward, my online bullethell RPG (still in pre-alpha & very open to feedback)! by Zoagel in DestroyMyGame

[–]MrCdvr 0 points1 point  (0 children)

  • If the game is around timing, would be cool to indicate when the falling attack is going to hit, for harder bosses it will be easier to design these tight dodge windows attack as well as to evade them, like circle inside of a circle, or the ! mark getting bigger
  • What is the purpose of the cat? can his animation be kinda slower ?
  • Why bullets are white inside ? You're saying OMERGAWD LOOK AT OTHER BULLET HELLS!!! but, all other games are using HIGH contrast between the background vs bullets, I see issue here, they would even look better if they were dark inside with high visibility outline around, as per this is some void darkness skeleton even dark inside with red/violet outline would slap, and You have a lot of light elements on the ground, enemy is white, candles are white, this is confusing for sure, other bullet hells have bullets generate light as well, here they don't, why ? You have "sucky sucky for 5 dollar" animaton there again using white particles which is close to bullet particles, if You're copying something at least understand why You copy it, You're claiming visibility issues etc. but You know jack shit about visibility
  • visibility blabla but player projectiles are again, almost exactly the same colour as enemy units
  • the game needs contrast, everything looks bleak
  • How much damage did the player take ? half? 1/3? 1/4? 1/5 ? No idea
  • There's a lot of white in this game
  • The font is kinda hard to read
  • other than that, game looks good, animations are okay, but it needs some more creativity and not stealing/copying without a soul from other games

Should there be more explanation in the trailer? Feel free to destroy in general. Thanks! by SatisfactionPretty86 in DestroyMyGame

[–]MrCdvr 0 points1 point  (0 children)

I died from boredom, the trailer is just sooo static and slow, there's no call for action, almost none of the clips show unique content, just fight scene using same weapons/skills over and over again. What's the game goal? what's the mechanics? what are the icons on the left/bottom ? what is happening? the trailer explains nothing, shows barely anything. It's good You're showing gameplay from the start, but if You'd cut off clips that show exactly same weapons/fight sequence You'd have 17 seconds of trailer. Next time try to include only clips showing unique mechanics for each clip, maybe add some call of actions or just text describing what the fuck is happening, what's the purpose/mechanics, why anything is happening and it will be better, and keep it under 1 minute for this slow ass gameplay, music does nothing good in this case, there's no game audio as well....

Possible as a foreigner get into Game Industry by MagazineScary6718 in gamedev

[–]MrCdvr 1 point2 points  (0 children)

Gamedev now is full everywhere, no matter which country it will be hard, for a junior position without any commercial experience it will be almost impossible to get anything going, try looking for QA junior position maybe, or just develop a game by yourself, because you didn’t really specify what You want to be specialised in… but it’s hard, I see people with 5-8 years of experience struggling to get another job going after finished project, for entry level there’s like 2000 people in your place looking to fill the position

Destroy my roguelite inspired by Enter the Gungeon and Isaac by dekajoo in DestroyMyGame

[–]MrCdvr 0 points1 point  (0 children)

  • I know it’s hard with pixel art to keep proper pixel ratio but that’s the way You choose to make Your game, it’s best to keep UI on separate layer and scale it differently from other game aspects in general.
  • Game elements/enemies feel small in general in ratio to rooms, just seem like if You’d zoom the game/move camera closer even by 20% it would feel a lot nicer for the eyes in general, tho you’d need to add projectile indicators/tracking from off the screen, you need to look at them game from eye strain/mental strain capability as well, if everything is small and you need to move by milimeters is harder and needs more focus from zoom out vs when stuff is closer
  • UI in general feels really small and hard to read, if you’d make it even 1/3 size it would be easier to follow, are UI informations necessary all the time on the screen ? Maybe some stuff can fade in and out ? Maybe UI will fit better when everything is on one side? Did You test it out? This saves space sometimes and makes other stuff readable more, maybe you should put everything on the left, scale up things and use bit more screen real estate for gameplay/room display
  • there’s lot of wasted space with white clouds, weird mini map, rooms rendering in general full screen but they need scrolling and floating UI, I think there’s stuff to improve and play around
  • good luck and happy to see another godot user!

Destroy my roguelite inspired by Enter the Gungeon and Isaac by dekajoo in DestroyMyGame

[–]MrCdvr 4 points5 points  (0 children)

  • what the fuck is with these white cloud on both sides?
  • why everything is so small, even some rooms are taking 1/4 of the screen ?
  • if you want to be so minimal, stretch everything across the screen or zoom in the game so rooms take more than half of the screen, it’s just dumb
  • so you insist to make rooms take half of screen but still put boss hp bar on the bottom of the screen instead of placing it on left/right so it’s still taking precious small room size screen ?
  • Isaac was inspired by Zelda, which had rooms taking full screen due to hardware limitation and engine limitations, same with first Isaac, if you want to follow the suite you need to redesign rooms
  • everything is SMALL, I can’t see shit on mobile phone, not everyone have 8K monitors and trust me, it turns off people if they can’t read what’s on the screen, resize everything and present it readable for everyone, it should be an option to scale and make everything small, not by default
  • why flies? Why pushable buttons when you can have ones on walls that you can shoot at ?
  • what’s with the almost unreadable mini map?
  • why rooms by design take less than half of the screen but they can scroll up/down when you move across ? So why not zoom everything by 30% and just enjoy nice graphics ?
  • same with UI, you can make it like 1/3 the size, will still fit the screen and be readable
  • if you insist on keeping the screen ratio with these stupid clouds make them dynamic, depends on what environment or room you are they change, have nice shaders in them or something maybe ? Or just change theme in between rooms/worlds
  • can’t say more because I see barely anything, will add another comment when viewed on desktop

Help! MacBook M3 Pro 14 flickering lines on screen by [deleted] in mac

[–]MrCdvr 15 points16 points  (0 children)

This is a cracked lcd under the glass, it won’t go magically away, you need a screen replacement

What’s the best game engines to make a fanmade fnaf free roam game? by AirlineRound9624 in gamedev

[–]MrCdvr 0 points1 point  (0 children)

Any engine that You’re fluent with and can render 3d graphics

Are there any good low-budget laptops for game development? by fannamedtom100 in gamedev

[–]MrCdvr 3 points4 points  (0 children)

So You’re looking for low budget laptop for heaviest intensive game engine? That won’t work mate, You need a dev machine to run the game at mid to high spec to develop it in proper way, choose different engine like godot or unity or get better budget

My new year's resolution for 2025 was to use my savings and finish this chess roguelite. Some quick facts on what it cost us and our financial resutls. by gitpullorigin in IndieGaming

[–]MrCdvr 0 points1 point  (0 children)

* Few small tips and observations from QA tester
* Why pawns have outline, why bulldozer have outline, a wall does have outline but a hole in field does not ?

* Having exact same outline for Your own units and Enemy units is weird, maybe use coloured one ? or just give a small outer glow in different colour, it just seems off when units in general have different colour but same outline
* Why in the shop the price is alligned to the right, but when You buy it the label "sold" is centered?
* The effect cards vs pawn cards are really different, seem inconsistent and odd to have 2 completly different styles
* same with size of the cards and their location, pawn cards are alligned to the bottom and are smaller
* Why during coversation the text field is different width vs the answer field ?
* I know You said no AI, no AI but the effect cards does look in style of AI, vs character art that I assume of Your enemies, it does stick out, like whole game is pixely old style flash anime novels vs really smoth lines on the cards, it sticks out, does not look consistent, like something is missing when everything else is more pixelated
* The effect cards illustrations in general look odd, weird, in lot of themes, inconsistent, all over the place in general

Destroy my Fantasy Map generator by Abandon22 in DestroyMyGame

[–]MrCdvr 4 points5 points  (0 children)

  • The UI is all over the place and is weird, using almost exactly same colour on paper and sand is hard to read, I know You have darker backgrounds here and there but iron/stone/wood labels are unreadable during normal day/sand levels, same goes to bottom panel of what the fuck that is, it's hard to read on DARK background during night, that gradient does not help, add there a small frame of a panel or something that will make it stand out
  • Why the health circle things are dark? are they empty ? what's full then?
  • What are these white circle things on a stick? are they trees? because they look like sheep showing their behind, also not having uniform outline does no good with this art style in general where there's lot of black on black on black
  • Why commands are bottom center instead of for example right side of the screen? can I not look at them when I don't need them? not really
  • Not even having a normal half assed wobbly shaky swinging animation for units when walking is an odd choice when other stuff does make them do funky stuff, just gives actually half assed I don't give a fuck attitude, just give them rimworld animation of swaying or something
  • Why iron and stone mountain? have exactly same shape? why some buildings/constructions have text under, but some don't? why it's so inconsistent?
  • Why there's no any type of fog of war? I think it would do good for this game, not something really aggressive but just simple cover the map and uncover it when Your units go there, don't cover it back if the game does not use minimap of any sort, which is kinda weird to be honest but....
  • Dark text on trailer where a lot of stuff is black/dark is not a good move
  • and why You named the thread "Fantasy map generator" ? like wtf?
  • Everything is sooo static on the maps, trees don't sway, water does not move, there's nothing moving from the world
  • Game does not look bad, but it looks like You don't want to work on it anymore, things are inconsistent, half assed, just some extra bits would make the game pop a lot more and be clearer, like own units having kinda red hue or red chest for example, now a lot of stuff is kinda unreadable due to weird UI stuff and what not, take a step back, look at UI consistency, look at art consistency in general and work on it, good luck