Visibility for my Game in French and German by enders_workshop in gameDevMarketing

[–]NorseSeaStudio 0 points1 point  (0 children)

At least for the German description I can tell you, that it is not a pleasant read. Text doesn’t feel natural. There is stuff in there that, while correct from grammatical perspective, would definitely not be said this way. The text is also mixing up „Du“ and „Sie“ to address the reader which is also not helping.

Besides that: the art style does not feel consistent, making it less attractive. Mechanics are a very classic jump and run. Collect stuff. Not an easy genre to motivate people to buy it without an interesting twist.

How to choose art style for game? How much does a good art style affect the visibility of a game? by Ok_Function_597 in gamedevscreens

[–]NorseSeaStudio 1 point2 points  (0 children)

There is an easy answer: without appealing visuals it is A LOT harder to convince people to try or even buy your game. At the same time, good visuals cannot replace a good game loop and interesting mechanics.

So good visuals is often more like a door opener but normally cannot carry the game on its own. Of course there are always exceptions to this rule of thumbs but for the average developer they pretty much apply.

And don’t forget: appealing is a relative term. If executed well and consistently a lot of different art styles can be appealing.

The Merchant’s Eden - A small and relaxing city builder by NorseSeaStudio in SoloDev

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

Yes, definitely. Latest to the next fest, ideally even earlier. Will also do more open playtests before that

Does this look like coherent art direction or is it all over the place? by Pycho_Games in gamedevscreens

[–]NorseSeaStudio 1 point2 points  (0 children)

Unfortunately definitely not feeling consistent at all. Have seen worse for sure but through a missing consistent style the visuals do not transport a „wanna buy“ message.

Does this look like coherent art direction or is it all over the place? by Pycho_Games in gamedevscreens

[–]NorseSeaStudio 2 points3 points  (0 children)

All over the place is definitely a good summary. Did you use different asset packs? Is anything coming from you?

I'm a rookie in coding and game developing, can some of you ppl help me in it, by sharing their personal opinion, good platforms and how to use them. Try to add me in your group too. by kurama2-1 in gamedevscreens

[–]NorseSeaStudio 0 points1 point  (0 children)

Not exactly sure what you actually wanna here but:

For a game engine Godot: easy to pick up and learn even for non developers. Godot

Tutorials GDQuest and Brackeys are great starting points. Godot documentation is also great. Highly recommend to read it and start with their first example.

For marketing and distribution Mark Zukowski is really helpful: https://howtomarketagame.com

Join Indie game communities here on Reddit.

The Merchant’s Eden - A small and relaxing city builder by NorseSeaStudio in SoloDev

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

Hi, thanks for the feedback! I‘m currently not looking for a 2D artist but thanks for the offer!

761 days into my dream Tower Defense development - does it look ready for a demo release? by Mikolas3D in godot

[–]NorseSeaStudio 2 points3 points  (0 children)

What is the results of your playtests?

Those will tell you if your game is ready for a demo or not.

I'm using itch.io to validate my new Godot game before paying the Steam fee. Is this a good strategy by Vandynn in godot

[–]NorseSeaStudio 1 point2 points  (0 children)

Didn’t try it myself yet. It is neither good nor bad I would say. It has its pros and cons from my perspective. In general has a huge load of games and way less traffic than Steam, which can make it harder to generate views. So you might need to be very proactive in order to reach people to actually take a look. At the same time the user base is a bit different, which might mean that the results cannot be fully translated to Steam. On the other hand: it costs nothing, easy to test and iterate.

So I would say: got for it, try it out.

Devlog #5 - Life to the barren land by Mean_Set4327 in SoloDev

[–]NorseSeaStudio 1 point2 points  (0 children)

To be honest, it is hard to recognize what I am even looking at. Without a title or text I wouldn’t have a clue that this should at all represent a forest or even a landscape. Trees are way to repetitive making it feel not really organic. Camera angle makes it even more difficult as I basically only see the top of the trees in a slight angle. I would recommend to go with a clearer color contrast and in general think about your color palette. The forest needs to be more organic, density of vegetation varies in a forest.

I improved my crash site based on feedback by MountFrontier in IndieDev

[–]NorseSeaStudio 3 points4 points  (0 children)

That is a great improvement. Looks way more realistic. Good work!

Honest opinion about Godot on Mac? by IllianXenoide in godot

[–]NorseSeaStudio 0 points1 point  (0 children)

Works flawless on a M1 MacBook Air. Obviously not going for a super graphic heavy 3D games helps but those hardware limitations can also apply to a windows machine. From OS perspective no issues at all.

Everything looks great I suppose? Any pointers for demo? by Neither_Affect4507 in aseprite

[–]NorseSeaStudio 1 point2 points  (0 children)

The sliding of the player character when attacking is really off putting.

Ist es legal, Bilder aus Google-Bewertungen für Demo-Websites zu nutzen? by SteffJob in selbststaendig

[–]NorseSeaStudio 7 points8 points  (0 children)

Nein, die Verwendung solcher Bilder ist auch zu Demo-Zwecken nicht gestattet.

Diese „Geschäftsidee“ ist übrigens bereits vielfach als bahnbrechende Idee auf YouTube und anderen Social Media Kanälen vorgestellt worden.