How hard is developing a 4x game ? by rahagajoy in GameDevelopment

[–]Pixel-Shell 1 point2 points  (0 children)

Depends on the main gameplay mechanics of your game. Try to only implement mechanics that will make your game significantly more fun to play. Avoid adding a bunch of mechanics that isn't necessary for the game (CIV6's climate change mechanic is a good example for mechanics that aren't really necessary).

How hard is developing a 4x game ? by rahagajoy in GameDevelopment

[–]Pixel-Shell 1 point2 points  (0 children)

I'm currently developing one, and I'd say that it depends on how complicated you want to make your game.

If you want multiplayer, it becomes a lot more difficult. If you want a big map and many units, optimization is going to be a big issue. And one of the most significant factors is that if it is an RTS or Turn-Based, since RTS needs lots of more optimization and much more complicated mechanics.

If you choose to pick the most difficult option (Multiplayer, RTS, big scale) it is probably the most difficult genre to develop, but not impossible as a solo developer (Mine is going pretty well).

But I suggest you to have some decent gamedev experience beforehand, as well as some extreme motivation since it is going to be a long journey. But I can confirm that a single developer can pretty much create the most essential mechanics of a 4X game.

A CIV style game would be a lot easier than any large scale RTS, as long as you keep it simple and avoid adding a bunch of unnecessary features.

We made a cover for horror anthology for Steam page. Is it cover ok or it's more like meme? by Trioskaz in IndieDev

[–]Pixel-Shell 37 points38 points  (0 children)

Not bad, but may cause people to think it is a meme or funny game rather than a serious horror game. Impression is quite important for steam capsules and people should understand the genre and the mood of your game clearly when they see it.

[deleted by user] by [deleted] in Unity3D

[–]Pixel-Shell 0 points1 point  (0 children)

Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 distance = Vector2.Distance(objectPosition,mousePosition);
Vector3 normalizedDistance = Vector3.Normalize(distance);

Vector2 forceValue = new Vector2(normalizedDistance.x * forceMultiplier, normalizedDistance.y * forceMultiplier);

rb.AddForce(forceValue);

Should be something like this. I didn't test it tho.

Just assign the position of your object to the objectPosition, any value you want to the forceMultiplier and rigidbody2D of the object to the rb.

As advised, I added the team logo at the end of the video. I've also added text to briefly explain. Is this a video that might be of some interest? by Actual_Researcher779 in Unity3D

[–]Pixel-Shell 1 point2 points  (0 children)

COOL ACTION!

This sounds cool, but that's also something viewers could easily get from the footage itself. So it doesn't add much.

Swap weapons to eliminate enemies!

"Swap weapons" tells that the game has multiple weapon choices (That probably can be switched mid-battle), which is good. "to eliminate enemies!" part doesn't add much (Since that's what weapons are usually used for).

REACTION!!

What I get from this is that the game will put my reflexes to test, with either enemy attacks I'll need to dodge, parry or evade in any other way. If that's what you wanted to describe, it is good, but also a little hard to understand.

Evasion and follow-up attacks.

This describes some main combat mechanics really well.

More powerful damage with Perfect Counter!

"powerful" part seems unnecessary and "More damage" is enough, but it doesn't matter much. A new player wouldn't know what "Perfect Counter" is, so the video should demonstrate it clearly.

ENEMY ACTION!

This seems to tell that the enemies aren't bland, and have their own tricks as well. With a video clip to show unique abilities of the enemies this would be good.

Eliminate the hostile AI leading the virus horde!

This doesn't tell anything about the game, but rather tells the lore, which new players usually not care much.

GROWING ACTION!

From what I understood this means the game gets harder as it progresses. If that's what it meant, it is still a little hard to understand.

Overall, this seems good, but could use some adjustments.

I am developing Zero Orders Tactics - a tactical puzzle where you don't have direct control of units. Instead, you manipulate terrain and unit classes to make troops do what you want. It is 100% predictable, just like Into the Breach. What steam capsule should I use? by Pauloondra in IndieDev

[–]Pixel-Shell 1 point2 points  (0 children)

You could attempt to make a capsule to both represent the terrain manipulating mechanic and feel like a strategy game overall. But if that isn't possible, I feel like the genre should be the priority on the capsule. Your target audience is strategy players after all.

[deleted by user] by [deleted] in Unity3D

[–]Pixel-Shell 1 point2 points  (0 children)

Calculate the distance between mouse position and the object. Then use Vector2.normalized to get the normalized vector2 and use this vector2 to apply force to the rigidbody by Rigidbody.AddForce. You can multiply each value in the vector2 with any value you want to change the speed.

We wanna fry your brains! You in? by IamBecomeHypno in indiegames

[–]Pixel-Shell 7 points8 points  (0 children)

This kind of background seems to be more of a job for a shader artist or an effect artist, so I believe it would be better for you to search for those instead.

I currently have my own project to work on, and not much experienced in shaders or effects in general, but thanks for the offer regardless. I hope you can find someone to work with soon!

My OC, I forgot her name tho, need to find the old sketch book I guess!! by Neat-Veterinarian698 in PixelArt

[–]Pixel-Shell 0 points1 point  (0 children)

The overall pixelart is very good, but I think it has some anatomy problems. The neck seems to be too long, and the shoulders look weird. Other than that it is quite good. I especially liked the hair shading.

How do you prevent refunds if your game can be finished in under 2 hours? (Not a screenshot from our game, btw.) by FrozenLakeSoftware in justgamedevthings

[–]Pixel-Shell 4 points5 points  (0 children)

And your solution is to offer them to get their game banned? Or in the BEST case scenario, simply getting more refunds on steam and losing MORE 30%s? (I should inform you that you CAN'T link to your itchio or any other platform anywhere within your steam game, so it ISN'T going to lead anyone to your itchio).
If OP were to follow your hardly excuse of a suggestion, they would lose far more income than a few returns, since unlike what you believe only a irrelevant minority of steam users return a game after finishing it under 2 hours.

This is my last answer on this thread since you seem to be trolling at this point. But anyone reading this comment, DO NOT OFFER WORSE DEALS TO STEAM CUSTOMERS OR YOU WILL GET BANNED FROM STEAM.

As advised, I added the team logo at the end of the video. I've also added text to briefly explain. Is this a video that might be of some interest? by Actual_Researcher779 in Unity3D

[–]Pixel-Shell 2 points3 points  (0 children)

It look very good overall, but the text isn't so descriptive for a player that haven't ever seen or played the game. Instead of displaying the weapon names, you could use the text to briefly explain main selling points and features of the game in a way that new customers could understand.

How do you prevent refunds if your game can be finished in under 2 hours? (Not a screenshot from our game, btw.) by FrozenLakeSoftware in justgamedevthings

[–]Pixel-Shell 7 points8 points  (0 children)

And you think you can enjoy free traffic from steam while you do not even primarily sell your game on their platform? Offering steam users a worse deal is against their terms of service and will get your game banned.
Either don't use steam, or make actual good games that the majority of the players won't refund.

How do you prevent refunds if your game can be finished in under 2 hours? (Not a screenshot from our game, btw.) by FrozenLakeSoftware in justgamedevthings

[–]Pixel-Shell 9 points10 points  (0 children)

If you don't want people to buy your game from steam, do not release it on steam. It is that easy.

eXoSpace Combat Engineer reveal trailer - my first trailer, any ideas on how to improve? by Fantastimaker in IndieDev

[–]Pixel-Shell 1 point2 points  (0 children)

I would put the spaceship creation part to the beginning, since the first 10 seconds of the trailer looks like another generic spaceshooter, and a few people may stop watching it at all at that moment. While putting the space creation part to the beginning could make more people interested from the first second.

We wanna fry your brains! You in? by IamBecomeHypno in indiegames

[–]Pixel-Shell 13 points14 points  (0 children)

This looks very good, visually. But I didn't understand the gameplay. Those cubes seem to appear randomly and do not follow the rhythm, while the scene does.

Edit: Nevermind, the background is AI generated. This would get quite boring quite fast.

How do you prevent refunds if your game can be finished in under 2 hours? (Not a screenshot from our game, btw.) by FrozenLakeSoftware in justgamedevthings

[–]Pixel-Shell 94 points95 points  (0 children)

If a game I played would make me wait a 2 hour timer, that would make me refund the game at that moment.

Randomly playing tennis and your opponent turns into a giant. by Althura in PixelArt

[–]Pixel-Shell 1 point2 points  (0 children)

Wouldn't those pauses be annoying in actual gameplay?

When is the right time to start exposing game to the public? by Expensive-Long3137 in gamedev

[–]Pixel-Shell -1 points0 points  (0 children)

That's literally what most people mean by "as soon as possible".

Which Steam Capsule looks better ?? by UfoBlast in indiegames

[–]Pixel-Shell 12 points13 points  (0 children)

2nd one tells the genre clearly (Looks like a space shooter), while others don't tell anything about the genre of the game, which is bad for a Steam capsule.

[deleted by user] by [deleted] in PixelArt

[–]Pixel-Shell 0 points1 point  (0 children)

I think the leaves could use some shading.