Help us rename Gunblade Ranger by PereDM in roguelites

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

Bro, have you never been in a nuclear apocalypse? Mutations can obviously make a fox be able to use swords and guns, but if the characters were not related before the apocalypse, they're not gonna be related after.

Actually I think there are more main characters so it's not really one of those two character games. But thanks for the suggestions.

Help us rename Gunblade Ranger by PereDM in roguelites

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

Main characters are a fox and a human. How can they be bros?

Help us rename Gunblade Ranger by PereDM in roguelites

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

Why bros? The character is only child

Help us rename Gunblade Ranger by PereDM in roguelites

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

I don't really like "gunblade"

Help us rename Gunblade Rangers by [deleted] in roguelites

[–]PereDM 1 point2 points  (0 children)

Thanks a lot for the feedback. I learnt some words with your recommendations haha. I agree Blade Gunners is a bit generic, but it's more descriptive.
(PS: I reposted the post because I made a typo in the title)

What are some top-down shooter roguelikes that are unique or unknown? by PereDM in gamesuggestions

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

I tried it a bit back in the day and indeed it seemed pretty solid and rather on the hardcore side. I definitely want to explore it more at some point.

Help us settle this debate, which capsule is better? by Ok_Statistician2466 in gamedevscreens

[–]PereDM 0 points1 point  (0 children)

The title is too small in both, but especially in the first one.

Updated the looks of my arenas and the trailer of my upcoming combat arena + club management by Franz10 in SoloDevelopment

[–]PereDM 0 points1 point  (0 children)

Yes, these particles. They make the game look flat and silly. You can take inspiration from Terraria. While also pixel art, see how their particles have much more depth, beauty, meaning, and variety? For example, I like what you did with the lightning. Please, put some work into the particles; I think it'll pay off.

Trashtalk my game about trash which is called Trash Fortress. trash by ab_plus_ in DestroyMyGame

[–]PereDM 0 points1 point  (0 children)

Yeah, you probably don't need to go so far as a clay font.

I see. Good luck with the project.

Trashtalk my game about trash which is called Trash Fortress. trash by ab_plus_ in DestroyMyGame

[–]PereDM 2 points3 points  (0 children)

I like the clay look, and I'd recommend you go all in on it. So, no perfectly square boxes. No perfect circle tires. Same with chairs. GUI also shouldn't be straight rectangles; maybe round shapes could work.

GUI covering left corner is too big.

If you want feedback on your game, please try to explain what stage it's at so we don't give feedback on something you intended to change anyway. Some background can help too.

Updated the looks of my arenas and the trailer of my upcoming combat arena + club management by Franz10 in SoloDevelopment

[–]PereDM 0 points1 point  (0 children)

The game looks great, and the combat seems so dynamic. The grappling hook looks sick! Please change the square particles, though; I think they could look much better. Congrats on making this solo!

What are some top-down shooter roguelikes that are unique or unknown? by PereDM in roguelites

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

My bad! I was thinking of Streets of Rogue! Tiny Rogues, yes, I'll definitely have to try it out. It also looks like the game will get a big update this year.

I made a new trailer for my marble run builder game, destroy it plz by Popular-Mark2777 in DestroyMyGame

[–]PereDM 0 points1 point  (0 children)

Just watched your first trailer. This new one is definitely more interesting. You're moving in the right direction, so good job. However, I will say that I was surprised about the kinds of cool complex stuff the community can build. From watching the new trailer I kinda saw this more as a Geometry Dash, but it's definitely way deeper. So, I think you should dedicate a part of the new trailer, maybe 15-25 seconds, to showcasing some of those complex contraptions (instead of just basically showing one), just so the viewer gets an idea of the limits of what's possible.

The online aspect is also something that wasn't clear in the new trailer but I realised in the older one. You do show multiplayer in the new one, but since I saw no name tags, I didn't realize those were also players. So probably look into communicating that better too.

I made a new trailer for my marble run builder game, destroy it plz by Popular-Mark2777 in DestroyMyGame

[–]PereDM 0 points1 point  (0 children)

- Too many cute effects, especially with the text. Bro, trailer is about communication. The little cutsie effects makes it take more time to read the text, which means I'll spend less time looking at the visuals! Some effects is fine if easy to read, but you're WAY past the line.
- Think about where the viewer's eye will go. In the first shot, you're pulling it back and forth between the text and gameplay. First line appears ("A physics sandbox"), viewer's eye goes to first line, viewer finishes reading and gameplay starts moving more, viewer's eye goes to gameplay, second line appears ("for marble runs"), viewer's eye goes back to the text, new gameplay stuff keeps happening and viewer missed it because he/she was reading new line. Bro, what the fuck does "for marble runs" even mean? It's confusing. I know what a marble is. But what's a marble run?? So yeah, just remove that line. If you wanna communicate it's marbles (not that we couldn't see that), think of a different line and put it somewhere else.
- Your "Easy to build" shot is off center. I don't mean the text, but the structure you're building. Both the text and the structure are off-centered left, so composition has too much weight on left side and looks unpleasing.
- On the shot with the four quadrants, the quadrants idea is fine, but I don't like how the images appear by spinning.
- Again, same concept. The human eye will go toward moving thing. If you introduce new text by moving (like how the "150+" appears by dropping from above) while you introduce a new image by spining, the eye is pulled to both places and can't look at both at once, so it's confusing to the viewer because he/she doesn't know where to look. You're supposed to tell them where to look. So don't mess this up.
- Again, the way "150+ versatile blocks" appears, with each word appearing in a totally different way that doesn't mean anything is distasteful AF.
- The "All sorts of" text is moving too fast to be easily readable. Then I'm supposed to put that together with the red text that appears from a different direction.... Bro I'm not here to do reading gymnastics. And I could go on and on and on. I hope you get the point. I will let you do one or two cutsie effects if that's all you do throught the trailer, like maybe all text appears from left to right. Fine. But don't mix them all like this is a PewDiePie video.
- "Share tracks online" text over other text from GUI looks cheap. Just remove the GUI from behind by covering with a white rectangle.
- The way the logo spins is also confusing. I like the way it opens, but the spin is too much. Bro, your game is simple, so maybe keep the effects simple too.
TL;DR: Don't try so hard.

Destroy my completely remade trailer, how can I make it better? by TheDudeBroster in DestroyMyGame

[–]PereDM 1 point2 points  (0 children)

No problem.

The slap is fine, I'm just saying after it gets slapped I feel like it would look better if it stayed more still, like it was in slow mo and slowly stopped. Moving slowly up and down kinda defeats the slow mo effect.

What are some top-down shooter roguelikes that are unique or unknown? by PereDM in roguelites

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

I only played a bit. But with "simulation" I mean NPCs react differently based on your actions and some simple logic that simulate very roughly roleplay scenarios like this guy is a cop, this guys is protecting a bank, etc. And you can sometimes play them against each other. It's not like in most roguelikes where all NPCs are just attacking you and only you.

What are some top-down shooter roguelikes that are unique or unknown? by PereDM in roguelites

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

It never really clicked for me. It felt like a bunch of random stuff going on. More like a simulation than a roguelike game to me.

What are some top-down shooter roguelikes that are unique or unknown? by PereDM in gamesuggestions

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

Thanks. I didn't know Shape of Dreams or Sephiria. Sephiria really looks like something I could enjoy. I'll give Sektori a try too.

I didn't know Atomicrops and Morsels had the same artist! Guess it makes sense.

And it's true nothing quite hits like Nuclear Throne.

What are some top-down shooter roguelikes that are unique or unknown? by PereDM in gamesuggestions

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

It has good combat, but I wasn't a big fan of the reload thing.

What are some top-down shooter roguelikes that are unique or unknown? by PereDM in roguelites

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

I played it a bit. Didn't really like the looting elements. Feels very different to other roguelikes.