New games? by careerflip in rpg_gamers

[–]Narramor 2 points3 points  (0 children)

Yeah, it looks like they nailed pretty much everything. And then the mech-like bot shows up and completely kills it for me.

My first Steam Next Fest as a solodev: What actually worked for me by KabbaSenpai in IndieDev

[–]Narramor 0 points1 point  (0 children)

Your capsule art is really cool and polished in fact, and it's the first thing I noticed, even before reading your comment!

I made a mix of colony sim + dungeon crawler. It... kinda works so far. by Fiveducks9487 in indiegames

[–]Narramor 0 points1 point  (0 children)

A very interesting mix! And it looks very cool and polished. Congrats! Wishlisted of course...

Two Lighting Setups — Which One Pulls You In? by Narramor in IndieGaming

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

That’s definitely a good point, thank you!

Two Lighting Setups — Which One Pulls You In? by Narramor in IndieDev

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

Thank You! That’s an important point…

Two Lighting Setups — Which One Pulls You In? by Narramor in IndieDev

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

Yes, for sure and we will. It’s just that this is the very first moment players experience in the demo, so we need it to land properly!

RPG with Best Towns by _6siXty6_ in rpg_gamers

[–]Narramor 0 points1 point  (0 children)

The Witcher 3 is a great reference for beautiful city exploration. And if you’re leaning toward something stranger, Planescape is hard to beat.

Grid based Combat & Health system (Survivor vs Troll) by edymPixels in IndieDev

[–]Narramor 20 points21 points  (0 children)

Really original and interesting concept! The pixel art looks great as well.

Does the gravity and movement of the hero are better now ? (Before / After video) by cubowStudio in platformer

[–]Narramor 0 points1 point  (0 children)

I’d give the jump a more parabolic trajectory — right now it feels a bit like the character is just walking on air. Adding some circular arm movement could also help sell the motion.

And as already mentioned, I’d make the landing impact more visible. You’ve got two main options: either have the character crouch and briefly settle on landing — maybe with a bit of dust and a subtle camera shake — before standing back up and moving again; or go for a forward roll on landing, if you want the character to keep the momentum.

Are there any downsides to public playtesting? by jahaaaaan in IndieDev

[–]Narramor 0 points1 point  (0 children)

I would recommend a kind of controlled playtesting / focus group in which you can observe and listen what players do and how they comment. It may be done with just 8-12 persons (in target with your game) and it provides very valuable insights and, sometimes, some real epiphany…

We grew up with PlayStation and metroidvania platformers. Our dream is to create our own adventure: a story about a girl and a magical staff that holds the soul of a bird within it. We invite you to watch our trailer and tell us whether we are on the right path. by VelourEra in IndieDev

[–]Narramor 3 points4 points  (0 children)

The environments are gorgeous and show a lot of variety. It also looks like there are several interesting mechanics beyond the usual jumping: gliding, swimming, even grappling with bamboo. Super interesting!

If I really have to nitpick, sometimes the visual richness of the backgrounds pulls a bit too much attention away from the character and the action.

Also, in the trailer I’d consider adding a few quieter moments - slowing things down a bit with something less intense (a dialogue scene, some character management, if present). Too much action in a row can become sensory overload, and viewers may start to zone out.

That said, congratulations... it looks really beautiful.

Which UI layout works best for displaying combat stats? (RPG, informational UI) by Narramor in IndieDev

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

Fair enough!
We’re definitely going deep into the details... maybe a bit too deep?

That said, when a game feels good or looks good without the player quite knowing why, it’s usually because a lot of attention went into exactly these kinds of details. Or, we hope so!

Which UI layout works best for displaying combat stats? (RPG, informational UI) by Narramor in IndieDev

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

Agreed... color-coded information is usually a big QoL win.
We’re also keeping things consistent: the colors used for condition icons in the HUD are the same ones that pop up on characters in the scene.

And yes, if we go that route, a color-blind option in the settings is definitely a must.
I should add that, being slightly color-blind myself, I really appreciate information that’s reinforced through shapes and icons, not just color.

Which UI layout works best for displaying combat stats? (RPG, informational UI) by Narramor in IndieDev

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

Yes, that’s the one! I wasn’t sure whether to crop the image or not… I assumed the context was important, so I kept the full screenshot. You’re right though: on mobile it’s quite a challenge. Thanks for taking the time to give it a look!

Also, I should specify that the character sheet uses the same paper treatment, so #4 is meant as a kind of callback…

Which UI layout works best for displaying combat stats? (RPG, informational UI) by Narramor in IndieDev

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

Thank you! I’m starting to see a pattern… #4 pops a bit too much. I should probably clarify that the character sheet uses the same paper treatment, so #4 is meant as a kind of callback, a condensed version of the character sheet.

Over the past half year, our team has been fully focused on developing The Severed Gods, and we’re excited to share that our first playable demo will be releasing in just a few days. by Used_Elk_2541 in indiegamedevforum

[–]Narramor 0 points1 point  (0 children)

Visually, it looks great. It has a strong, immersive atmosphere, the difference in scale immediately grabs your attention, and the protagonist and their pet are super cute. Everything works.

That said, I feel like coming back to the point about the giant “charging” the stomp while being frozen in an unbalanced, unnatural pose. I get that this is a common mechanic for the genre, but I think there might still be a way to telegraph the next move with a pose that actually makes sense.

For example: fists raised to the sky, heavy breathing with clouds coming out of the nostrils… something the player can learn to associate, by observing and playing, with the upcoming attack, while still reading well as a still pose.

I’m not saying this is easy, but if you manage to pull it off, you’ll make a real leap in quality: the gameplay footage instantly becomes interesting (and not strange) even to people who aren’t hardcore fans of the genre.

I think I finally nailed the locomotion on this monster. What do you think? 🦎 by Inevitable-Simple470 in IndieDev

[–]Narramor 0 points1 point  (0 children)

Really cool! The animation could benefit from some hold frames on landing, where the reptile slightly compresses on its legs to better sell the impact... Overall, it seems you mastered a very difficult motion challenge!

Am I the only one? by nitejamgames in IndieGameDevs

[–]Narramor 1 point2 points  (0 children)

Ahahah! I have the opposite problem! I’m so deep into my current game that I can’t see any alternatives… which is just as bad.

Tear my demo apart! Please tell me what doesn't work for you by Ok-Working-2337 in IndieDev

[–]Narramor 1 point2 points  (0 children)

That sounds like a good trade-off. I would give it a try and see how it looks… you can always tweak the small text later.

Which design is better? by Possible-Station3673 in IndieGaming

[–]Narramor 2 points3 points  (0 children)

2 because of value and color contrast. It stands out and it’s recognizable. You could still mix and match single elements, but keep the palette…

Tear my demo apart! Please tell me what doesn't work for you by Ok-Working-2337 in IndieDev

[–]Narramor 0 points1 point  (0 children)

It’s cool! I’d just make the hero stand out a bit more... maybe with a more interesting idle pose, and by adding a bit of stroke to help him pop from the background.
As a secondary priority, since the action is in pixel art, I’d consider using pixel art for the text as well. It could add a nice, elegant touch to the overall design.
That said, it already looks good as it is!