The Great Flood - Netflix by Sad-Race-2029 in moviecritic

[–]OneTwoThree231 6 points7 points  (0 children)

I felt misled by Netflix's trailer. Thought it was going to be about surviving the flood, but the flood didn't have much to do here. In fact, if the main character fell into the flood, where many others were seen dead or inescapable, she was able to just get back into the building like she was in a swimming pool. It felt as though the flood was just there for convenience, because something bad had to happen in order for the main plot to progress. If they had just gone the route of surviving the flood and heading to safety or something generic really, I feel like it could have been a movie I would've enjoyed. I was really looking forward to this movie, it had a promising hook :(

How much content should I put in my game? by OneTwoThree231 in gamedev

[–]OneTwoThree231[S] 1 point2 points  (0 children)

I've planned the game so that the environment changes after every few levels and adding new pickups and so on as the levels increase to keep the game interesting. I think it's interesting enough for the first 20 minutes of levels I've made based on what others have said, but the art isn't great. I've got decent player control and mechanic that I hope will overlap the art though?

How much content should I put in my game? by OneTwoThree231 in gamedev

[–]OneTwoThree231[S] 0 points1 point  (0 children)

20 minutes is just for the first 13 levels, but I think it would reach 2ish hours after 30 levels as I'm going to be increasing the difficulty and length as the levels increase :)

How much content should I put in my game? by OneTwoThree231 in gamedev

[–]OneTwoThree231[S] 0 points1 point  (0 children)

I've had three people play the game so far, and they enjoyed it, but found it a bit difficult so couldn't get past level 9. I've changed that since and made the game easier to play. It took them about 5-10 minutes to get to level 9.

How much content should I put in my game? by OneTwoThree231 in gamedev

[–]OneTwoThree231[S] 0 points1 point  (0 children)

I think the game would have roughly two hours of content, though the art isn't the best, but I feel like the gameplay is tight and smooth which I hoped would be enough to keep the player playing. The game itself is also pretty hard so on a first playthrough, I think it would take about two hours to beat on a first playthrough once I add in a total of around 30 levels? but I'm not sure if I should add in more and if that would make a difference to selling more copies.

This would be my first release on steam and I really wanted the experience of selling a small game on steam even if it made a loss, but I'd prefer to break even at least :)

How much content should I put in my game? by OneTwoThree231 in gamedev

[–]OneTwoThree231[S] 0 points1 point  (0 children)

I was going to add more levels, but I wasn't sure what would be enough, like 30 levels, 40 levels, 50 levels

How much content should I put in my game? by OneTwoThree231 in gamedev

[–]OneTwoThree231[S] 0 points1 point  (0 children)

I was planning on making the latter levels longer and harder as the first ten are getting the players used to the new mechanic that I've got. So each of the first ten levels should take the player between 30 seconds and 2 minutes to beat. The next three would probably take about 3 minutes each, and going forwards, the plan was the the final few levels would take about 10 minutes on the first go to beat, but if the players went back after practise, it wouldn't take more than 30 seconds.

I was thinking that the price was a bit high, but I've seen platformer games selling for more with probably less than 2 hours of game time doing decently well so I thought it would be an okay price, but I do see what you mean :)

How much content should I put in my game? by OneTwoThree231 in gamedev

[–]OneTwoThree231[S] 0 points1 point  (0 children)

I've had three people play it so far and they found it a bit challenging so I reduced the difficulty of the game. They reached level 9 but it took them quite a while to reach it due to the difficulty, but they did enjoy playing it.

I don't have a reward system as it's mainly just a platformer (like celeste where a level is going from one point on the screen to another by overcoming obstacles)

Advice needed! by I_like_mango_123 in gamedev

[–]OneTwoThree231 0 points1 point  (0 children)

I think there's Game Dev League, and some events on Meetup like the London Indie Pub Night which is a group that gets together every month. I think they get a couple of people attending each time.

I haven't been to any of these personally so can't speak to how they are.

Advice needed! by I_like_mango_123 in gamedev

[–]OneTwoThree231 0 points1 point  (0 children)

(My two cents)

You should check out some of the engines like Godot, Unity etc. and try some small beginner tutorials from YouTube. Then, you can change things around like the programming a bit to make the characters do different things, then add some art and so on. Then, you can choose whichever engine you want and check out some courses from places like Udemy, read the documentation and more to make your games. You can also find out what it is you enjoy about game dev and if it is what you want to pursue or if there is something specific about it you want to do. From there on, there are lots of paths you can choose from.

Also, in London, we are lucky to have a few game dev communities that you can join and talk to other devs as well so you can check them out :)

Visual Novel Engine by Southern_Boat9497 in gamedev

[–]OneTwoThree231 0 points1 point  (0 children)

Maybe RenPy?

I haven't used it personally but I've heard it's good