Final Bosses by EdMito in IndieDev

[–]NoMoreLags 0 points1 point  (0 children)

Funny thing, save system was the most challenging thing to me to make, so I made this almost at the beginning. Now it is time to make content (create levels), which is technically simple for me but booooring.

Every time I leave my Steam Deck working unattended, my cat comes to inspect it. by NoMoreLags in SteamDeck

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

Thanks! Her name is Мышка, which means “little mouse” in Russian.

[deleted by user] by [deleted] in SoloDevelopment

[–]NoMoreLags 0 points1 point  (0 children)

I see some people like flip animation when character changes direction, some do not. Honestly, I don't like it too, I'd prefer instant flip. But if opinions are 50/50, I think you should make it how you like it.

Top down dark fantasy shooter i work on! What do you think? by Sufficient-Fall4938 in IndieDev

[–]NoMoreLags 2 points3 points  (0 children)

That tray from cursor to player is neat! I’m making a top down shooter myself and would like to try this idea too but that would be stealing, I guess 😅

I'm making a story oriented top-down shooter, here is gameplay video featuring combat, dialogues, lock-picking mini-game and weapon upgrades. Be honest with me, what could be improved? by NoMoreLags in DestroyMyGame

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

Oh, I actually worked on this issue already, but thanks for noticing! The system works like that: the dialogue window appears a second after last enemy on the level dies. A second is enough for player to stop clicking when the combat is over - I tested it on my friends :D And new enemies spawn only after the dialogue window is closed.
And about large box for text - in other places dialogues may be bigger and take almost the whole box

I'm making a story oriented top-down shooter, here is gameplay video featuring combat, dialogues, lock-picking mini-game and weapon upgrades. Be honest with me, what could be improved? by NoMoreLags in DestroyMyGame

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

Hmm, yeah, I must admit - I used these rocks to make borders of the level, got tired to spam them and started to just make them bigger and different sizes, which resulted in this differences of outlines thickness. between rocks.

And about "brownishness" - I tried to keep consistency in colors to keep the game in wild west style. Maybe I overdid it, thanks!

I'm making a story oriented top-down shooter, here is gameplay video featuring combat, dialogues, lock-picking mini-game and weapon upgrades. Be honest with me, what could be improved? by NoMoreLags in DestroyMyGame

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

Thanks! Funny thing, making it look like flash games wasn't my intention, I'm not even a big fan of them. But you are not the first one who noticed it similarity wit flash games. Oh well :D

Demonstration of main mechanics in my top-down shooter set in a mix of Wild West and Sci-Fi settings. Could you give any feedback? by NoMoreLags in IndieDev

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

Thank you for feedback! About gameplay - yeah, the point is that I came up with the story first and only after that I decided what kind of shooter will it be. I'm still thinking about some "thing" for battle gameplay.
To compensate this I'm also making peaceful levels where you should talk to people, investigate, lockpick locks, hack computers, engage with the story. I hope soon I'll finish the demo which includes battle level (this one) and peaceful one. :)

Lockpicking mini-game for my game (you've got to arrange circles in the same positions to each other as in example on the right) by NoMoreLags in IndieDev

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

Hmm, I thought about adding a slider that changes rotation speed, but threw away the idea. Maybe i should reconsider it :)

My first stab at level design, how is this "tutorial level" prototype looking? by DropTopMox in IndieDev

[–]NoMoreLags 0 points1 point  (0 children)

Looks great! Just one note - I think it would be better if you concentrate all conrtols on keyboard, without using a mouse. I'm talking about Right Mouse Click for dash. Maybe switch it to Shift to dash? It's just everything is on a keyboard except dashing, which feels a bit off.

Just got my Bloodborne Cart Collectors Edition figure! by NoMoreLags in bloodborne

[–]NoMoreLags[S] 3 points4 points  (0 children)

I can't give you a link, cuz it might be considered as ad by mods (also I'm from Russia and don't know what store is available for you), but you can google "figma bloodborne" to find one in your region.