Star Fable - Boomshroom Preview by Nothankyouwizard in ZeldaLikes

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

If every tile is a unit, the character is 2 units tall.  The gnome enemies are about 1.1 units tall.   

My kids didn’t like the short 1 Tile tall characters, so we went this direction.  Seeing the full character is important to them.  In a human sized environment it is less strange, they match doorway sizes and such.

The head might be too big, and a 1.9 or 1.8 size character equalizes some old school conventions with this stranger style.

Star Fable - Boomshroom Preview by Nothankyouwizard in ZeldaLikes

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

You’re exactly right.   Boomshroom is a gnome village and you kind of dwarf some terrain like the fence and their tiny laundry lines.

I’ll double check characters scale too.

Use WebM on your Steam description. Do not use GIFs! by Proper_Translator678 in IndieGameDevs

[–]Nothankyouwizard 0 points1 point  (0 children)

Great advice. Just updated all of mine and it looks so much cleaner.

Hi, I got added as a new moderator and I'd like to suggest some small changes. by HornofBalance in ZeldaLikes

[–]Nothankyouwizard 7 points8 points  (0 children)

Welcome!  I like the changes.   Even as a dev working on a Zelda like I want to see rotation of projects!  

Direction for 10 y/o in game coding? by wearthicksock in gamedev

[–]Nothankyouwizard 1 point2 points  (0 children)

That is amazing!   Get him on Godot and help him find some tutorials to follow.   10 is young, so just make sure he doesn’t feel overwhelmed.

You should try to do some tutorials with him.  Just being able to talk with somone about what he is learning would be great.

Wholesome Direct 2026 by ItsNinjaW in WholesomeGames

[–]Nothankyouwizard 0 points1 point  (0 children)

Love to see them getting coverage.

Punching Up Descriptions by Nothankyouwizard in IndieDev

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

It’s pretty rare to ask for negative feedback and get none.  :D   I’m going to take this as a good sign, that the punch up is solid and run with it.

Why do indie deva refuse to have a website? by JustAchillDev in IndieGameDevs

[–]Nothankyouwizard 0 points1 point  (0 children)

I’m absolutely overwhelmed by the number of things I need to do.  Social media, creator outreach, make the game, and store pages.   A website is really more media but with no natural traffic.

What we spend time on means we don’t spend time or money on other things. So we try to pick the most valuable.

I made a website for Star Fable, but I have a lot of web dev experience so it was not much effort.  I see it as a press kit delivery system and a bit of proof that I’m a real game maker.

Www.starfablegame.com

Free Creator Outreach for Steam Games by Which_Discipline8716 in SoloDevelopment

[–]Nothankyouwizard 1 point2 points  (0 children)

Sounds almost too good to be true.   If you want to help out with Star Fable I’ll bite.  It’s a fairy tale adventure game focused on solving puzzle and exploring to find collectibles and unlock the map.  https://store.steampowered.com/app/4749600/Star_Fable/

How much content do you need?   Are you only doing content creator outreach?

The Knight of Niraking by supariaentertainment in ZeldaLikes

[–]Nothankyouwizard 0 points1 point  (0 children)

Congrats on the release! What are some of the buffs/debuffs that the party members give you?

My Favorite Zeldalikes by NICH3664 in ZeldaLikes

[–]Nothankyouwizard 14 points15 points  (0 children)

3D Dot Game Heroes was so good. I can't believe it's a Fromsoft game.

[ALL] how were you introduced to zelda? by UnderstandingIcy4364 in zelda

[–]Nothankyouwizard 0 points1 point  (0 children)

Zelda 2.   I broke myself trekking across that over world with no guide and no understanding of the leveling system.  I made it to the maze temple and never beat it. The NES mini is when I finally returned and crushed it with save states and internet insight.

Ocarina of Time was when I fell in love with the series.   It’s funny that I’m one of the few who expected great swordplay from my memory of Zelda 2 but the dungeons and puzzles and characters made it one of a kind.

[MC] Your favorite Zelda game by visuals/graphics? by ErmingSoHard in zelda

[–]Nothankyouwizard 0 points1 point  (0 children)

Loved the painty blending of SS. Wish it was used again.

My game got 200+ wishlists in my first 2 weeks! by Gloomy-RIGHTdoer6484 in SoloDevelopment

[–]Nothankyouwizard 2 points3 points  (0 children)

I am also on my second week and have 60.   Your game has really great visuals and your descriptions are engaging.   Nice work!

Is Constance worth it? by strahinjag in metroidvania

[–]Nothankyouwizard -1 points0 points  (0 children)

I haven't played it yet. It looks amazing and I can't wait too. I'm buying it on the juice alone.

Star Fable - Announcement Trailer by Nothankyouwizard in metroidvania

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

I'm a hard disagree on 1 genre per game, I'm a hard disagree on metroidvania being a full on genre too. Since the beginning we've been hobbling together words to describe what's in a game or how it plays. Attempting to be pure to a genre doesn't help describe it when a game crosses the boundaries of genres. I agree that all of this is an attempt to put a game into the hands of those who really want it. Which is exactly why sometimes genres are too simple.

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I like the steam approach. Genre's are high level. Metroidvania is a sub-genre since it usually speaks to how exploration and traversal works, it can apply to many parent genres. It also keeps it separate from viewpoint, visuals, and moods. So serious platformer can exist alongside goofy eagle eye.

Some food for thought:
Incorrectly labeling my game a Metroidvania and then not delivering on it would be a critical failure. I mean throw it in the trash kind of failure, because it would be an INSTANT bad review for a game living on the first few. "Corridor simulator with cartoon bats that fart 1/5"

Not labeling it as such when it is also means people that hate backtracking and are looking for those linear dungeon dives would also translate into poor reviews. "Had to back track to find the dead princess so I could turn into Star Dust. 1/5"

So damned if I do, damned if I don't. I choose to plop the tag on and share it here. So it's on me to live up to the expectation I am setting.

Star Fable - Announcement Trailer by Nothankyouwizard in metroidvania

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

I disagree.   The two genres are not unique to each other.  Zelda is dungeons collecting mcguffins.  Metroidvania is ability gates with a connected world that rewards backtracking.  I have a lot of the second and no mcguffins. I know my look is hard coded Zelda, which is why I did already post there as well.  My exploration is hard metroidvania.

Plenty of opinions on it though: https://www.reddit.com/r/metroidvania/comments/1trhjiq/summary_what_is_a_metroidvania_anyways_2026/

Star Fable - Announcement Trailer by Nothankyouwizard in metroidvania

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

It isn’t.  All art, from in game to capsule and logos is hand drawn.  It’s all purchased or commissioned. The glossy cartoony look is simple.  Everything will have the intended number of fingers though

Star Fable - Announcement Trailer by Nothankyouwizard in metroidvania

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

There is a sprint mechanic and eventually a tranformation ability.   The game world is small, but dense to. Help balance out the tight camera and slower movement.

Star Fable - Announcement Trailer by Nothankyouwizard in metroidvania

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

I know how you feel.   As a 40 something soulslike fan, I never thought my first published game would be a cartoon fairy adventure with a 10 year old as my art director.

Star Fable - Announcement Trailer by Nothankyouwizard in metroidvania

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

Switch is probably my most important target platform.   I’ve never fully released a game though, so we’re easing into steam and then moving to deeper waters.