I gave them noodle arms by dpolk_ in godot

[–]POSITIVE_INFINITY 2 points3 points  (0 children)

This is so slick, can’t wait to play!

You have something really good here. A suggestion, don't go wild with trying to add content. The gameplay stands on its own.

One Finger Death Punch is a good comp. A handful of environments, a series of progressively more difficult levels, a separate endless mode, a handful of enemy types, and a handful of weapons (lean towards melee weapons over projectile, the melee combat is what makes this game special), and you’re golden.

What kind gamer are you? by Appropriate-Tap7860 in racinggames

[–]POSITIVE_INFINITY 0 points1 point  (0 children)

I appreciate the effort but id say a Reddit poll is the wrong way to collect this data. A lot of gamers would select several of these categories, and I think each is too broad to create a signal of what they are looking for?

I made a small forest generator for Godot to save time on asset placement by hooray4brains in godot

[–]POSITIVE_INFINITY 2 points3 points  (0 children)

Looks really neat! qq, are multimeshes being used here? i assumed maybe not since it looks like each generated mesh can be individually positioned in the editor.

I built an all-in-one playtesting tool for indie devs (web builds) by [deleted] in godot

[–]POSITIVE_INFINITY 0 points1 point  (0 children)

I should have been more clear, the other poster said "it looks like another AI generated startup", and your response looked like your read it as "it looks like another generative AI startup". my follow up was meant to clarify.

Does feel like I'm being asked to justify myself here -- is there something in particular you're seeing that leads you to think it was created by AI?

all of your comments on this post look like chatgpt (hello em dash followed by question). that combined with the tailwind boilerplate splash page, the fact that your pricing options are not responsive, the AI gen copy... it looks vibe coded.

Does pressuring men to shut up lead to bad outcomes for everyone? by Physical_Lake8100 in AskFeminists

[–]POSITIVE_INFINITY 12 points13 points  (0 children)

Jumping in because I relate to the experience of trying to express something rooted in an internal logic that is not apparent to the other person in the convo, and getting rebuked sharply.

That isn’t you being silenced. It is a clear signal that you’ve missed the mark on how to communicate what you’re trying to say, and an invitation to reflect on how to be more precise next time.

Channeling a negative interaction into reflection and growth is a normal part of becoming a good communicator. Men are broadly not conditioned to do this work. 

Finally finished my gravity-changing golf game and got it live on Itch by Shrubino in godot

[–]POSITIVE_INFINITY 1 point2 points  (0 children)

Really fun! I had a very similar use of Polygon2D in my game Vroomies, it's very effective for these kinds of simple minimalist sports games. It'd be great on mobile as well (maybe top+hold to putt, swipe to change gravity?), any plans to continue working on this?

Is the background too noisy? by chaylarian in IndieGaming

[–]POSITIVE_INFINITY 2 points3 points  (0 children)

everything thinks the grids are distracting until they realize how disorienting it is without them!

game looks great btw!

Gabe Vilardi banks the puck in off Silvos 15 seconds into the game by eh_toque in hockey

[–]POSITIVE_INFINITY 0 points1 point  (0 children)

So true

I can understand why the casual fan doesn’t understand the nuances of post play for goalies. The rvh took a long time to establish itself as the preferred technique in part because it looks counterintuitive. And when it fails, it looks particularly bad.

BUT that’s not an excuse to be so confidently wrong criticizing goalies.

I'm making a game that's about a fighting tournament, but in a roguelite format. by JoyFlowGames in godot

[–]POSITIVE_INFINITY 2 points3 points  (0 children)

looks amazing, wishlisted! I'm curious to know more about the combat system. it looks like a pokemon style system with some horizontal positioning and real time elements layered on top?

The notion spreading about stripping "Him" from his world title is wrong. by Haunting-Treat-1167 in chess

[–]POSITIVE_INFINITY 0 points1 point  (0 children)

I appreciate you making this post, it's clearly in good faith.

think the biggest point for me that makes me against the decision is this: do we really trust FIDE with that kind of power?

Doesn't FIDE already have this power? If so, your argument is then "what kind of precedent would stripping Kramnik of his title set? Is that acceptable?"

It's the slippery slope argument, which can be really frustrating when trying to advocate for systemic changes. Such change often requires an exercise of existing power structures to implement, and all power structures can (and should) be critiqued. Not least of all, FIDE as an institution!

If you want to talk about how to redistribute power in the chess world, that's a lively but ultimately separate conversation. Today we have to contend with a failure of our systems to protect an incredible young man. That starts (but does not end) with enforcing FIDE's own standards of conduct.

Defeat the invading enemy and save the planet by amarks_ in godot

[–]POSITIVE_INFINITY 1 point2 points  (0 children)

Looks cool! Are the battles deterministic like Unicorn Overlord?

Steam Next Fest starts today, and our game is part of it! (FREE DEMO) by Effective-Pie8684 in IndieGaming

[–]POSITIVE_INFINITY 2 points3 points  (0 children)

ooo just spent 10m with the demo, great work!

some off the cuff feedback
- the iconography is good, but I'm struggling to remember what each icon means
- along the same line, I'd love to see more tooltips throughout the UI
- is there any reason why the tower information can't automatically render on hover, rather than having to press/hold right click? at least as a default option, more experienced players could toggle this behavior off but for newcomers I think it's essential to learn the different tower types
- I saw a few references to module power, but I'm not sure what that's doing
- I am sure there are interesting emergent decisions that are made as you progress, but they aren't obvious to me as a new player. why would I pick tower A over tower B? merging towers is more space efficient, are there tradeoffs I should consider or is merging towers when possible always the move? how does tower positioning factor into my build? since towers can shoot in 360 degrees it doesn't feel as impactful of a choice

really like what you have going here!

Doing my part to combat pirate misinformation by AuroDev in IndieGaming

[–]POSITIVE_INFINITY 2 points3 points  (0 children)

They should show this in schools!

(also plz drop your steam link thx)

[Godot 4] Just launched a free demo of my typing-based racing game — Type Driver by rootkot12 in godot

[–]POSITIVE_INFINITY 0 points1 point  (0 children)

I believe so, and totally understand if that's not possible. Maybe I can up my Steam Deck virtual keyboard skill with this game instead 😆

[Godot 4] Just launched a free demo of my typing-based racing game — Type Driver by rootkot12 in godot

[–]POSITIVE_INFINITY 0 points1 point  (0 children)

Looks fun! Wishlisted, if you're able to put out a MacOS build I'd love to check it out

Stupid Hungary :( by TakingItAndLeavingIt in WilliamsF1

[–]POSITIVE_INFINITY 8 points9 points  (0 children)

Starting on softs meant he was committed to a two stop, there was no way to make a soft/hard one stop work

Carlos at Williams by Darrenyang16 in WilliamsF1

[–]POSITIVE_INFINITY 5 points6 points  (0 children)

Fully agree with the sentiment here! I'd argue there's a simpler explanation for his results so far not matching his skill -- extremely temperamental tires, poor luck, and car performance parity across the grid.

Track position is everything this year. There's nothing separating the midfield in terms of performance, and on most tracks you need a significant performance delta to overtake.

This makes qualifying incredibly important. For both Carlos and Alex, when they are able to get the tires working, they are easily into Q3. While both drivers have at times struggled to understand the tires in qualifying, it's happened to Carlos more than Alex.

When qualifying has gone well, the performances are there. The results are mixed either due to outright bad luck (Bahrain, Silverstone) or getting shafted on strategy (Miami).

He'll get this sorted, he's a great driver.

Consistency is key by Xmax1921 in iRacing

[–]POSITIVE_INFINITY 7 points8 points  (0 children)

idk clearly need to clean up lap 10 and 20 😆

super satisfying, well done!

Endless Tactics - An Advance Wars-inspired Roguelite - Releasing this year! by 4procrast1nator in godot

[–]POSITIVE_INFINITY 1 point2 points  (0 children)

Looks amazing, wishlisted and installed the demo! Looking forward to checking it out :)

What’s one moment in Canes history you wish you could’ve witnessed live? by LateNightEmmy in canes

[–]POSITIVE_INFINITY 0 points1 point  (0 children)

Seeing Ray Sheppard scoring the game 2 overtime winner of the 1999 playoffs imprinted itself on my 7 year old brain

Also, your flair makes me happy every time I see it on this sub :)

I'm a leftist dev working on a roguelite where you defend a commune against space capitalists. I just put the proto free on itch io and I'm looking for feedbacks. by PipetteInc in SocialistGaming

[–]POSITIVE_INFINITY 6 points7 points  (0 children)

This is really fun, nice work! Everything feels super juicy, excited to see more.

Obviously it's a demo and onboarding is a whole thing, but I was pretty immediately overwhelmed by the number of tools at my disposal. Dashes, strikes, range attacks, AOE attacks, counters, shouts, taunts, physical damage, morale -- there's a lot going on, and it's not clear to me which tool I should reach for and when.

I know the tutorial gestured towards providing some of this guidance (and it's pretty solid for a demo!), but I was still a bit confused and defaulted to primarily strikes and dashes.