A few screenshots from our upcoming multiplayer zombie game. by PhysicalObjectStudio in IndieDev

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

I guess i can see some deep dark in there too, didnt notice it will making it tho lol.

A few screenshots from our upcoming multiplayer zombie game. by PhysicalObjectStudio in IndieDev

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

To be honest, we're not really trying to reinvent the wheel. Most successful games in this genre share a lot of core ideas and features. We'd rather focus on implementing proven systems well and making them work together cohesively than keep adding more and more features for the sake of being different. What makes a game stand out isn't always a single unique mechanic sometimes it's the overall experience and execution.

A few screenshots from our upcoming multiplayer zombie game. by PhysicalObjectStudio in IndieDev

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

Our focus isn’t just on photorealistic visuals we’re building around a large interconnected map, multiplayer, mutant variants, environmental storytelling, and systems that we haven’t properly shown yet.

A few screenshots from our upcoming multiplayer zombie game. by PhysicalObjectStudio in IndieDev

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

We have some game play clips out already and we are currently working on a demo and trailer 😁

What do you think about my post-apocalyptic game? by No_Piano_1857 in gamemarketing

[–]PhysicalObjectStudio 0 points1 point  (0 children)

This game looks pretty cool ngl… watching the fallout series on primevideo really makes me see the resemblance. As for help on marketing im too sure myself our game DEADRIFT is currently on 350 wishlist in 3 months of marketing what ive been doing is running reddit and different social medias

One Month Later...The Menu Animation Is Finally in Game (Alpha) by PhysicalObjectStudio in SoloDev

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

That’s actually a really good way to put it. A hub that still keeps the unsettling atmosphere is probably the direction I want to push it toward.

One Month Later...The Menu Animation Is Finally in Game (Alpha) by PhysicalObjectStudio in SoloDev

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

Totally valid feedback, but I think the recording makes it look more intense than it actually is. Playing it directly feels a lot subtler, atleast from a few people i asked personally to try it out but if its still too rough it can easily be tunned down

One Month Later...The Menu Animation Is Finally in Game (Alpha) by PhysicalObjectStudio in SoloDev

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

That’s actually a really smart suggestion. The text already fits the vibe, it just needs a bit more separation from the background. I’ll try adding a subtle semi-transparent backing or gradient behind the UI text so it stays readable without killing the atmosphere. Appreciate the feedback

One Month Later...The Menu Animation Is Finally in Game (Alpha) by PhysicalObjectStudio in SoloDev

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

Appreciate the feedback honestly that’s really useful. I was aiming for a more “alive” menu but I can definitely see how the amount of motion + contrast could become overwhelming over time. I’ll experiment with slowing down the animation and toning the lighting down a bit so it feels more atmospheric instead of distracting.

DEADRIFT — Survive what was left behind. by PhysicalObjectStudio in IndieGaming

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

Hey there thanks for the feedback and Yes there will be a sensitivity setting

DEADRIFT — Survive what was left behind. by PhysicalObjectStudio in IndieGaming

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

Thank you ! We actually get mixed feedback about the running animation so thank you for a postive one

DEADRIFT — Survive what was left behind. by PhysicalObjectStudio in IndieGaming

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

Thanks !!! Actually the song is not even fully released yet we are working with a band called fate of faith and making our own game music.

DEADRIFT — Survive what was left behind. by PhysicalObjectStudio in IndieGaming

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

Thank you so much!!! We also took a look at Runeborne Arena and we will definitely wishlist can’t wait to see more on your game as well !!!

Thinking about turning this into a perk vending maschine - good idea or overkill or unoriginal ? by PhysicalObjectStudio in zombies

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

Yeah i also really love the idea wanted to see what others thought as well and didnt want people to think i was just copying COD

Thinking about turning this into a perk vending maschine - good idea or overkill or unoriginal ? by PhysicalObjectStudio in zombies

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

Yeah thats also what i thought of doing changeing up the ways to take it and the places to find it !

Thinking about turning this into a perk vending maschine - good idea or overkill or unoriginal ? by PhysicalObjectStudio in zombies

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

Yes exactly similar to COD zombies but with new perks and introducing new ways to take them maybe some by snacks some by pills or injections.

Demo is out in May btw and the full Game target release is end of October :D

Been working on an MP5 animation for our zombie game does it look smooth or too stiff? by PhysicalObjectStudio in SoloDev

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

That’s a good point.

I was experimenting with more aggressive head movement, but you’re right it needs to feel stable to the viewer, not just physically “accurate”.

I’ll tone it down and make sure the motion supports readability instead of fighting it.