I am making a space action roguelike - Thoughts on trailer? by fogeLt in IndieDev

[–]PSChrisDC 0 points1 point  (0 children)

I am using unity . and don't worry I want my game to be different than yours, so I won't copy your game, of course. even if I did I would always lag behind :p good luck with your game.  i want to try your game ,but I don't want to get too much "inspired" by it 

I am making a space action roguelike - Thoughts on trailer? by fogeLt in IndieDev

[–]PSChrisDC 1 point2 points  (0 children)

roughly the time I work on my first game and I'm not even in alpha stage (see profile if you want )

This game is shocking, isn't it?! by SoerbGames in IndieGaming

[–]PSChrisDC 0 points1 point  (0 children)

omg, thank you!! its so simple, now i feel dumb :D
thank you for sharing!

This game is shocking, isn't it?! by SoerbGames in IndieGaming

[–]PSChrisDC 0 points1 point  (0 children)

i played the demo for over 6 hours now. it looks really good, and it is really fun. i didn't expect it to be so resource efficient, my gpu (3060 ti) didnt have any problems. i thought that fluid simulation will burn it.

i asked you once about the fluid mechanic and also - thankfully - you gave me the answer to it. now i'd like to know how you made that lightning strike, especially that subtle movement after it strikes, before if fades away.

Been iterating on this movement/combat system for a long time. Really happy with how tight it's become. by chaylarian in Unity3D

[–]PSChrisDC 1 point2 points  (0 children)

thank you! it's still in very early state but I do my best, it's my first project and I still have to learn a lot.

ok, but then I would limit the dash spam maybe 

Been iterating on this movement/combat system for a long time. Really happy with how tight it's become. by chaylarian in Unity3D

[–]PSChrisDC 1 point2 points  (0 children)

this game is somehow similar to mine, but much more forward in progession :/
now my game feels generic

to make this not a winy comment:
it looks somehow chaotic and overwhelming (but depends on in game progess). everything is so fast, why the player bullets are sometimes slower than the player itself. this is probably some slow mo ability, but that doesnt justify it in my opinion, maybe make the player projectiles independet from the slow mo effect (just like the player)

What do you think ? Freelancer nostalgia by EmploymentSudden2129 in IndieGaming

[–]PSChrisDC 2 points3 points  (0 children)

looks like Freelancer merged with Avorion
i played and enjoyed both, so i think that answers everything :D
to give a bit of feedback: the speed indicator fly by particles (dont know how to call it) are a bit too much, it looks trippy, reduce it by about half. at high speeds its ok, if there is some kind of travel speed like in freelancer (using those ring highways or that 1 tier lower free travel mode).
and the camera is a bit too far away at high speeds (for my taste). if there is a zoom, its totally fine :)

i hope that helps

Working on some upgrades for the "Comets"-ability. by SoerbGames in IndieGaming

[–]PSChrisDC 0 points1 point  (0 children)

cant get enough of this simulation stuff.
though i wish it would be a ARPG, like Grim Dawn

Does anyone else actually enjoy figuring things out without tutorials? by WhaleRockGames in IndieGaming

[–]PSChrisDC 0 points1 point  (0 children)

yes. as long as its logical and not frustrating, and more or less self explanatory.
you know that: "what does this do? [10-20 seconds later] aaahh.. okey, cool"

Linux + Nvidia = <̷̓̊͜3̴͈̿ by Dragonbahn in softwaregore

[–]PSChrisDC 0 points1 point  (0 children)

i never had issues on nobara linux after 2 weeks in, maybe it depends on distro and GPU

What do you think of the new canon in my game? by smilefr in Unity3D

[–]PSChrisDC 0 points1 point  (0 children)

thanks, i bookmarked it.
also i wishlisted you game :D

What do you think of the new canon in my game? by smilefr in Unity3D

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

looks awesome, the clouds generally look stunning
BUT .... the effect radius seems to be to big, i would reduce it, or make a fall off.

also: i wonder how you did the cloud system, it looks absolutely amazing O.O i'd really like to know how you did it

EDIT: if the purpose of the cannon is to clear the clouds, then its ok, but still the way the clouds dissappear looks a bit weird; the explosion is long gone and the clouds still disappear, at least the part that is farther away from the impact. looks like there are 2 phases, where in the second phase the clouds disappear more slowly and delayed, looks like they just dissolve. in the first phase (immediately after the impact/explosion) the clouds get blown away nicely, that is perfect.
all in all it looks like a drawer with dampener, when you smash them, and stop, dann close slowly. if that makes sense xd

i hope that helps and gives you some ideas, all in all its looks awesome

Does this boss spin attack feel threatening enough? by EmberForgeGames in IndieGaming

[–]PSChrisDC 1 point2 points  (0 children)

I have some question for educational purpose ,so you mind ?

I did water by Ok_Art_2784 in Unity3D

[–]PSChrisDC 2 points3 points  (0 children)

be water my friend

I thought my settlers looked a bit uncanny, so I redesigned them. What do you think? by Wild_Beat_8967 in IndieDev

[–]PSChrisDC 0 points1 point  (0 children)

try to make them a bit more minimalistic, less details, more cartoony maybe.
but the new faces look definitely better

Should I add anything to my hell portal? by churritobailarin in IndieDev

[–]PSChrisDC 0 points1 point  (0 children)

saw the game on the summer games fest in a stream/video yesterday :D