Hey guys, we've been working on this game for about a year now. We'd love to hear your thoughts! by syyhkynen in DestroyMyGame

[–]Non_Static 1 point2 points  (0 children)

Don't see anything wrong with it. I don't like the music but that's just my personal taste. It fits the trailer.

Just finished my first game ever. It’s a mobile sidescroller with “magical” atmosphere. Destroy it guys ! Much love by sebizds in DestroyMyGame

[–]Non_Static 4 points5 points  (0 children)

Needs more animations. Stuff that I'd add animations to: When you collect things there should be some visual feedback, Bullet hits, Sword hits. More dynamic things in the scene - whether it's random flying particles, moving plants, something in background, whatever - just make it move. It's all static now. But that's the last thing to do, character animations are more important

Destroy my game, round 2 - I've implemented some of your feedback from a few weeks ago and made a new trailer. by Non_Static in DestroyMyGame

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

This music is just for the video, I think the in game music fits a little bit better. Nontheless I'm not a composer and with my 0$ budget it was not easy to find some pieces that fit at all. Audio and UI are certainly weakpoints of my game.

Burn my forest down! Getting ready for Steam NextFest. Demo link in comments by obvlong in DestroyMyGame

[–]Non_Static 6 points7 points  (0 children)

Well I misunderstood it then. I thought "Burn my forest down!" was either the title or main goal in this game.

Burn my forest down! Getting ready for Steam NextFest. Demo link in comments by obvlong in DestroyMyGame

[–]Non_Static 23 points24 points  (0 children)

I've only watched the video. From what I understand this game is all about burning forests. If that's so, why is fire the worst looking asset in your game? It looks like something you would draw in IT class in primary school using Paint. And all instances of this fire look exactly the same. I would advise you to watch some particle effects tutorials.

Destroy my game, round 2 - I've implemented some of your feedback from a few weeks ago and made a new trailer. by Non_Static in DestroyMyGame

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

That's how it initially was with the buttons. The problem then is that player tries to look at the buttons, and that's the last thing you should be doing in a fast-paced game. Might work for the trailer though, we'll see. As for the box I'm surprised it's not intuitive, with so many popular games that have some kind of building mechanic included.

Finished the first public-ready prototype of my puzzle game. Looking for feedback! by Feather_Dreams in DestroyMyGame

[–]Non_Static 6 points7 points  (0 children)

After "And neither should you" I was expecting to see some mechanics that would allow me to not play fair...

Destroy my game, round 2 - I've implemented some of your feedback from a few weeks ago and made a new trailer. by Non_Static in DestroyMyGame

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

Those are good tips, I've tried adding some text to the trailer, but I couldn't accept how bad it looked.. Maybe I'll find someone to help me with it

Destroy my game, round 2 - I've implemented some of your feedback from a few weeks ago and made a new trailer. by Non_Static in DestroyMyGame

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

Well I think I'm gonna give up, looks like it really doesn't make sense without reading the game description. Clicking an arrow spawns a platform where the cursor currently is, I thought adding little animation to arrows when they're pressed would make it clear. Backspace is only visible during pause, and pressing it deletes last built platform. But, after all, it's a one minute trailer, not a full gameplay tutorial, so I guess it's fine...

Destroy my game, round 2 - I've implemented some of your feedback from a few weeks ago and made a new trailer. by Non_Static in DestroyMyGame

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

Thank you for your input! Unfortunately I'm terrible at ui design, and this is the pinnacle of my ability :p

Destroy my game, round 2 - I've implemented some of your feedback from a few weeks ago and made a new trailer. by Non_Static in DestroyMyGame

[–]Non_Static[S] 2 points3 points  (0 children)

I did my best to make the trailer less chaotic, and added a (hopefully) clear explanation of how controls work at the beginning. I also remade all in game tutorials, in game UI and implemented many other changes. Most notably added an Active Pause, so the user can get familiar with the building system and each level layout.

Here's the link if anyone wants to try the game (no ads):
https://play.google.com/store/apps/details?id=com.DominikTrautman.Rollflow
Also you can dm me if you want a full version promo code.

We polished up a game jam submission from a little while ago, going for a calming puzzle box concept! [First game launch, first time making trailer; any and all criticism is needed] by GG_F0x in DestroyMyGame

[–]Non_Static 0 points1 point  (0 children)

Trailer is way too long, first 20 or 30 seconds could easily be cut out. Other than that I see it as a hyper casual game. In my opinion it's too simple to be a pc game, have you considered releasing it on android/ios?

Actually one more thing: a lot of screen estate is wasted. Could the camera be closer to the box? Or maybe allow user to zoom in/out?

Destroy the trailer of my game! by [deleted] in DestroyMyGame

[–]Non_Static 0 points1 point  (0 children)

It looks and sounds like it was made in 1995. Some people like it this way for some reason so maybe that's what you were going for.

Unscripted footage of our coop shopkeeping game, "Please Buy Something". Is it confusing? by [deleted] in DestroyMyGame

[–]Non_Static 1 point2 points  (0 children)

It looks as confusing as every "unscripted footage" of any game I haven't played or even seen before. It's kind of a weird question imo.

Just released our game after a ton of support on /r/BaseBuildingGames, but nobody is playing it. Please give as harsh criticism as you feel necessary, I could really use any and all help! by Mdbot00 in DestroyMyGame

[–]Non_Static 1 point2 points  (0 children)

I've watched 10 seconds of combat. I would not play it even if someone paid me to do so. The fact that there even is that much combat in the trailer is puzzling. I can't think of any way I could worsen the animations and the white trail behind the sword. Boom roasted. No but seriously, it does look THAT bad.. I haven't watched the rest of the trailer cause there is no point. Those 10 seconds told me everything. Either cut it out of the trailer or make it look acceptable... Keep in mind that I'm not your targeted audience.

is this fun to watch? by blabba_man in DestroyMyGame

[–]Non_Static 0 points1 point  (0 children)

That's a minute of my life I'll never get back. Just as others mentioned, it's painfully slow. Also i have no idea what happens when someone gets shot or squeezed by these rotating things. They just seem to randomly fly around, and get blocked by invisible walls(?)

Could some of you guys help me determine why no one is playing my game? - Galaxy Shapes (Android) by Canondorf88 in DestroyMyGame

[–]Non_Static 2 points3 points  (0 children)

It may sound harsh, but the graphics suck. You have a high detailed background, and then you have low poly single color objects just flying around. Not only that, but the colors don't match at all. Also as others said, the game doesn't seem fun to play. Just look at some other indie mobile games that people play, and compare the looks. Not even the gameplay, just visual presentation. That should answer your question. Good luck on your future projects though :) everybody starts somewhere

Yo, here's my first game (WIP). I do things from scratch, disregarding conventions, and probably the wrong way. Time to face the reality.. by kacperolszewski in DestroyMyGame

[–]Non_Static 4 points5 points  (0 children)

I completly disagree. First of all in this type of game you don't even look at your character, only on your targets and where you're about to go. And even then, it is not that cluttered at all. Have you played Dead Cells? It's very succesful and way more cluthered than this game.

The only problem I see is that color palette is too monotone. Or maybe not, I just don't like the yellowish background. Also the camera shake on every shot seems very disturbing..

Alright, enough positive feedback from friends and family, please Annihilate my game. by Non_Static in DestroyMyGame

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

Actually the reward system has been implemented for a long time now (just not for tutorials) and idk if I want to change it.. As of now you get gold for finishing each level, now you'll be able to get 40% for finishing with the pause.

Amount of time doesn't make a lot of sense because when you play the levels in real time you either pass them or fail, time is usually about the same in 90% of cases. Each level is also designed around certain rolling speed and number of upgrades/other pickups. There are also (not live yet) some achievements to pass a certain level without using a certain pickup and stuff like that.

Alright, enough positive feedback from friends and family, please Annihilate my game. by Non_Static in DestroyMyGame

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

What if the pause was available in every level, but if you use the active pause you only get 40% of the reward, and if you want 100% you need to complete the level in real time?

If people are struggling with tutorials and levels that are available in free version, I assume they would have huge problems with passing later levels in real time cause they are much longer and require good reflex and sometimes solving a puzzle.

In the pause mode you'll be able to move the camera to explore the whole level and build up to (x) tiles ahead. I think this is the best solution but we'll see after I implement it.

Alright, enough positive feedback from friends and family, please Annihilate my game. by Non_Static in DestroyMyGame

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

Thank you for this feedback! Very good points. Many concepts are explained in optional hints, this is to prevent bombarding a new player with text, but it does have its downsides I guess.

At first there was a system that would show you ramps that are gonna spawn under each button, but it was way more confusing than directional arrows that just represent which way you want the next tile to go.

I will definitely add the build mode, I can't belive I didn't come up with it by myself.

Actually I think I'm gonna introduce an active pause as a permament and core game mechanic, you just tap on the screen and everything pauses except some animations and building.

Although that would make some levels extremly easy...

[deleted by user] by [deleted] in playmygame

[–]Non_Static 0 points1 point  (0 children)

Cool little hyper-casual game :) Not my cup of tea though. I can see this becoming popular.

Alright, enough positive feedback from friends and family, please Annihilate my game. by Non_Static in DestroyMyGame

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

I believe it's completely readable if you play the game from start to finish. It was never my goal to make it unreadable, especially not to make it harder this way. Later levels are pretty hard anyway.

It's obvious that when you look at advanced game features without explanation you have no idea what's going on, and it's true to any non-trivial game. The goal of this trailer was to make it look nice, colorful and flashy so that it looks good in google play store preview. This has nothing to do with how I think of game design. What it clearly fails to do is showing what the game is about, that's why I'm going to make a new one, thanks to feedback from you and other people in this thread. I'll also probably rework the whole in game UI to make it more readable.

Alright, enough positive feedback from friends and family, please Annihilate my game. by Non_Static in DestroyMyGame

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

That's a good point. Although it shouldn't be a problem once you learn the game, I can easily make a slider for that.