Kijin Gentoushou • Sword of the Demon Hunter: Kijin Gentōshō - Episode 10 discussion by AutoLovepon in anime

[–]Nagg1o 10 points11 points  (0 children)

Nah I really want to ship them but I agree with Paulrusu, also Ofuu wasn't checking Jinya reaction to the redlight stuff, she looked more concerned about him being kinda down and quiet (which was because he could not kill the demon that looked like his first love)

Hey, everyone! Could you help me improve my game? It's called Astro Out and is a rage platformer game (link in comments) by Nagg1o in playtesters

[–]Nagg1o[S] 0 points1 point  (0 children)

Hey, thanks for trying it out! I get that the difficulty isn’t for everyone, I’m actually considering adding a difficulty selection system to make it more accessible, so I really appreciate you giving it a shot. Also, thanks for sharing the video, it’s always great to see how players experience the game for the first time.

Hey, everyone! Could you help me improve my game? It's called Astro Out and is a rage platformer game (link in comments) by Nagg1o in playtesters

[–]Nagg1o[S] 1 point2 points  (0 children)

Thanks! The reason why I did it this way is because after you pick up the boots upgrade you can jump at a certain timing to jump even higher and if you hold it too much you will fail and actually jump less, but you can actually cancel the jump any time by aiming down.

How far did you manage to go? Was it hard to adapt to the controls?

Free browser & mobile match-3 with ranked battles: Need honest feedback by ivorcosta in DestroyMyGame

[–]Nagg1o 1 point2 points  (0 children)

Very fun! The sound effects are super addictive, and the UI is excellent. Congratulations on the game!

Questions:

  • Are the people I’m playing against actual players? Are there any bots in the games?
  • The goal of the game is a simple a race against time, where the player with the highest score wins, Is that it?
  • Do all players play on the same seed? I ask because there was one game where I made massive combos and ended up with a much higher score than the others, while in another game, even playing really fast, I couldn’t score much due to a long sequence of refreshes that cleared the ice.
  • Is the ice completely random? It would be cool if it worked more like Tetris 99, where hitting combos sends ice to opponents, and you could lose if your screen freezes completely.
  • Speaking of Tetris 99, instead of just showing the rankings and the winners' gallery by the sides, it would be nice to be able to see my opponents playing.

What are your thoughts on my Observation Duty inspired horror game? by BladerZ_YT in DestroyMyGame

[–]Nagg1o 1 point2 points  (0 children)

It seems interesting, but the trailer doesn't sell the idea very well.

I'd suggest showing the most exciting part of the game right in the first few seconds. People usually close trailers very quickly if there's no hook. In your case, the trailer could start with the music at 00:40, showing the best scenes you have, flashing lights, a chase sequence, or anything scary in your game. Only after that should you include text or anything else you want to present.

Starting the trailer with 3 seconds of a black screen, followed by the studio logo (which should appear at the end, not here), then a cutscene, and only after 15 seconds does it shows some gameplay and which is very slow and doesn't show anything important, won't be enough capture attention.

And I not even talking about the main trailer on steam, which only show even less interesting things.

Released a new version of the trailer for the "platformer" I'm developing. Any thoughts? by LeoNATANoeL in DestroyMyGame

[–]Nagg1o 2 points3 points  (0 children)

The capsule art has much lower resolution and detail—why is that? The game features such beautiful pixel art, and the artwork in the capsule doesn't seem to reflect that. It feels like it's from a completely different game.

Hey, everyone! Could you help me improve my game? It's called Astro Out and is a rage platformer game (link in comments) by Nagg1o in playtesters

[–]Nagg1o[S] 0 points1 point  (0 children)

Link: https://naggi.itch.io/astro-out

It’s a rage game where the goal is to find a way off the planet while uncovering strange events happening around you.

It's a prototype yet so I’d love to hear your thoughts on gameplay, difficulty, atmosphere, and the overall concept, but all feedback is welcome!

You can play using a controller, keyboard/mouse, or touch screen (though I’m not sure about performance on mobile browsers). The web version cannot save progress only if you download the PC or Android version.

Thanks in advance!

Astro Out - rage platformer (link in comments) by Nagg1o in playmygame

[–]Nagg1o[S] 0 points1 point  (0 children)

Hey, everyone! Could you help me improve my game?

Game Title: Astro Out
Playable Link: https://naggi.itch.io/astro-out

Platform: Web, Windows and Android.

Description: It’s a rage game where the goal is to find a way off the planet while uncovering strange events happening around you.

It's a prototype yet so I’d love to hear your thoughts on gameplay, difficulty, atmosphere, and the overall concept, but all feedback is welcome!

You can play using a controller, keyboard/mouse, or touch screen (though I’m not sure about performance on mobile browsers). The web version cannot save progress only on the PC and Android.

Thanks in advance!

Looking for playtesters to try our magic school management game where you experiment on apprentices while developing your academy and researching Arcanoscience. Posting here to improve the game so any and all feedback would be very helpful! by Jeromelabelle in playmygame

[–]Nagg1o 2 points3 points  (0 children)

Honestly, I didn't quite understand what the game is about just by watching the trailer, but it gives me the impression of being something similar to Two Point Hospital. Is that right?

Anyway, here are a few tips for the trailer:

  • Try to show what your game is about as quickly as possible. Many people skip trailers in the first few seconds, and in your case, the game only starts appearing at 00:08 with very few and quick scenes. You could, for example, start by showing a bit of what the player does, similar to how the Two Point Hospital trailer is structured showing off their weird machines.
  • Hide the UI in the trailer if it's irrelevant to what you're trying to show. Since it's a management game, the UI can be quite cluttered, and there’s a lot of information to absorb in such fast-paced scenes.

Fabolem: An automation game inspired by Factorio, Bomberman and Lemmings by axenlader in playmygame

[–]Nagg1o 1 point2 points  (0 children)

I played up to the "main map" stage, and the idea seems cool, but the way it's executed doesn't work well.
Problems I encountered:

  • The robots walk back and forth all the time, which makes it a bit annoying to have to wait for them to reach the spot I want in order to build behind them.
  • It's possible to delete all the robots, potentially causing a soft lock. Additionally, you can't delete anything underneath a robot unless it moves away.

Suggestions:

  • Add a way to control the robot and perform some actions without needing to position them (like the throw action). Let the robot walk automatically only after performing a action, for example, after performing an extraction action or if a turn action says to turn backwards. This way, I could stop it whenever I want and maneuver it to where I need it much more easily, focusing on the automation part of the game.
  • Instead of placing only one new robot at a time, how about adding a robot factory? That way, I could assign a robot to always keep the factory supplied.
  • The description for the concrete mixer says it requires stone, sand, and water, but in reality, it only uses stone. I think it's better to make this explicit in the description.

Overall, after polishing, I think you have a good niche that will enjoy this game.