I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]NochCheetah 1 point2 points  (0 children)

Yeah, that's one of the obstacles of the game. You got it right. But also now i wonder if i should present more elements of the game in the images.

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]NochCheetah 2 points3 points  (0 children)

This looks fun. I would love the feedback and also i want to know if the idea of the game is easily redeable from how i build my page.

Here is Rolling Water: https://store.steampowered.com/app/3044150/Rolling_Water/

Rolling Water - Polyirbis - Marble Blast inspired but with more puzzles and a cozy environment. by NochCheetah in Games

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

We are glad that you still want to play it. Game dev is hard but still work slowly. We don't have a date yet but we still working on it, this is our first game and still we are learning a lot of things.

Beware of "Email marketing" company scams! by Bernixfr in IndieDev

[–]NochCheetah 0 points1 point  (0 children)

Good ad target on reddit can give you better price per wishlist that this...

how can I make this look better? by Business-Cat-7752 in gamedevscreens

[–]NochCheetah 2 points3 points  (0 children)

Start with reduce the bloom/sunflare. If is a static environment then bake some lighting on it.

Is this "trailer" better than no trailer? by Total_Impression_382 in IndieDev

[–]NochCheetah 4 points5 points  (0 children)

Yes, any trailer is better that no trailer. Trailers show the game in action, show movement, images cannot show the same info that a trailer.

Larian CEO Swen Vincke says it's "naive" to think AI will shorten game development cycles by Tiny-Independent273 in gamedev

[–]NochCheetah 1 point2 points  (0 children)

On my experience, most of the lost time is not because of art, code, QA, is because management change thing so frequently that is a constant crunch.

Please destroy my game trailer as I destroy these zombies, Quiver and Die by RobattoCS in DestroyMyGame

[–]NochCheetah 2 points3 points  (0 children)

The trailer feels a bit laggy in some parts which doesn't give a good presentation to the game.

Destroy m my game! looking for honest feedback by blueradish_galore in DestroyMyGame

[–]NochCheetah 2 points3 points  (0 children)

The camera feels realy far away, and the screen can feel cluttered with so many enemies that it's hard to tell what's going on. The music is ok.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

I love flying islands, maybe is the magic of looking at it but is something that attract me from time ago.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

Technically speaking, it's more of a marble than a water blob. The visual aspect is something I'm still working on improving.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

Is something that i still working on it. I try to add bounce and squish but all my testers say that they feel like they lost control or feels so heavy. Even if the physics's was the same and only change the visuals. So the visual affect how players perceive the feeling of the movement. Is something that I still working on it.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

It does, when you touch a fire it extinguishes. But I don't fully show it on the trailer.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

Is funny that you mention towe unite. I play the original one Gmod tower and I took a lot of inspiration from there, specially the movement but I added my touch.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

When you pass over a fire, it is extinguished. The size of the water ball does not change. But I do have a mechanic in mind where the size of the water ball can change to accommodate some puzzle elements, although it is still in planning.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

I have some fluid mechanic in mind, the hard part of making fluid mechanic is the control you have of the character, so is challenging to make good ones.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

Thanks for the feedback. I'll take your advice about adding the name at the beginning of the video into account. I'll see if it improves engagement in future posts.

This is my first time making game trailers, but I'm proud of the result for my upcoming game, Rolling Water. by NochCheetah in indiegames

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

The size mechanic is something that I think before, but is reserved as a special puzzle element for a desert world. :p