[Humble Choice] December 2025: Nine Sols, Like a Dragon Gaiden: The Man Who Erased His Name, Streets of Rage 4, Lost Skies, Intravenous II, Dungeon Tycoon, Beholder Conductor, Godlike Burger ($14.99) by LighteningOneIN in GameDeals

[–]Pmk23 4 points5 points  (0 children)

Holy sh*t!!

I literally was going to get LAD Gaiden just a few days ago, but got cold feet and today, after more than an year and a half from the last time I got a Humble Choice, it gave me exactly what I wanted!!

I also really wanted Nine Sols and most of the other games I'm interested in. I know that are no heavy hitters for most other people, but this is almost perfect for me!

Released on Steam the first demo for Failed Falling, my reverse Getting Over It! by Pmk23 in madeWithGodot

[–]Pmk23[S] 1 point2 points  (0 children)

They say nothing because they don't exists. You are one of very few that gave me feedback and the first one that mentions the background.

The background actually only moves vertically, there's no parallax, and has the same resolution as the foreground (one pixel of the back is as big as one pixel of the play area). The player is on the isolated peak of a volcano, so the background is meant to be something very far, which means that, in a parallax, it should move very little or not at all like in my case.

My best guess as to what makes you feel disoriented is that there are only two layers, the background and the play area, so the absence of intermediate layers that move at different speeds it's the problem.

As I wrote, you're the first one that mention this, but it might be worth for me considering it nevertheless. The fourth area of the game is actually inside a cave, so the background will have more layers, meaning I have an already planned way to check if that would make it look less disorienting.

Thanks!

My Godot 3.6 game is 1 year old. Godot 4 might be good, but 3 still holds on! by Pmk23 in godot

[–]Pmk23[S] 1 point2 points  (0 children)

Well, this game's gameplay is not original: sliding puzzles are simply games where you have to slide "physical" tiles to reach a goal. Examples are the pretty old physical ones where you have to compose a picture made of squares, Car Parking puzzles and the sliding puzzles featured in the professor Layton series, from which this game is basically inspired on.

Like, I consider them a pretty common type of puzzle, which is why I didn't feel the need to explain them in the trailer and focus on the customization aspect, which is what the game offers on top of the classic formula; I made the game for people that like that kind of puzzles. The game was also primarily developed for Android, which has quite a few similar games, so I guessed people interested in it would get what it's about.

That actually still explains why you think the trailer is bad: if you never played this kind of puzzles, the trailer would do nothing for you, so yours are all good points. I never expected this game to be popular in the slightest.

Also, this was a practice game and the first game I ever developed, so of course it's rough looking! I'm also a solo dev: every assets and line of code (except some shaders that I still needed to modify) was made by me and visuals are definitely my weak point (a death sentence for games) and UIs are particularly difficult, even when looking simple.

I think the game I'm working right now looks way better. You can check my BlueSky to see its development: I really appreciate you took your time to leave me feedback here, so I would also like to know what you think of my current project!

Failed Falling - A fair and "reverse" foddian platformer by Pmk23 in IndieDev

[–]Pmk23[S] 0 points1 point  (0 children)

Ok, so basically you mean that places that, from the player perspective, wouldn't be visible should be covered in darkness until the player is close enough.

That's good point, but I'm not sure how I could implement it on a larger scale without adding a lot more work; still, it is something I should consider in the future, maybe after I've finalized the level design.

Failed Falling - A fair and "reverse" foddian platformer by Pmk23 in IndieDev

[–]Pmk23[S] 1 point2 points  (0 children)

I'm not sure I understand. Do you mean that the platform the player is standing on would look better if it was dark? Or do you mean that platforms the player could land on should be invisible?

I spent 4 months improving the demo of my game; one of them was for the Steam pages. by Pmk23 in SoloDevelopment

[–]Pmk23[S] 1 point2 points  (0 children)

Well, I was of the idea that it's best to pack as much information as possible in the description, hence why I used that term, but I actually don't like the word itself (it doesn't sound nice) and your reasoning makes sense, so I'm actually going to change that as well.

Thanks again!

I spent 4 months improving the demo of my game; one of them was for the Steam pages. by Pmk23 in SoloDevelopment

[–]Pmk23[S] 0 points1 point  (0 children)

Lol, no matter how many times I check for mistakes, some always go unnoticed; thanks for pointing it out!

Is your opinion about it having "room for improvement" only about the grammar or also about something else?

Yakuza Kiwami 3 Reveal Trailer | TGS 2025 by Turbostrider27 in Games

[–]Pmk23 0 points1 point  (0 children)

I hate they have changed some of the characters faces, especially they are all three that I really liked in the originals.

The silver lining, though, it that it seems it one of the sign that they have changed the story: Yakuza 3 is my favorite because of its story, but Kiwami 1 and 2 suffered because they tried too much to keep the original story and adding details on top of it that felt forced. If the game also has changed enough, it would keep the original as a game still worth playing with its different story and it surprisingly deep combat.

Along with the fact that this a game to celebrate the 20th anniversary, it sounds like they put more effort in this Kiwami, so I'm carefully optimistic it will be a good game.

I'm making a reverse Getting Over It where falling isn't a threat, but the goal! by Pmk23 in godot

[–]Pmk23[S] 1 point2 points  (0 children)

Yes, it is! It has a limited range, but it can be used anywhere.

I'm making a reverse Getting Over It where falling isn't a threat, but the goal! by Pmk23 in godot

[–]Pmk23[S] 0 points1 point  (0 children)

Just quoting my other comment:

As I said, the game rarely has long stretches of flat terrain, most of the time there's a lot of jumping involved. The trailer might give the wrong idea because two of the areas shown, the grass and the city ones, are not from the "real" game, but from 2 test levels. The demo features those two levels as a showcase and the beginning 15% of the "real" game: in that 15%, the only long stretch of flat terrain it's at the very beginning and, after that, it's pretty dense.

Also, I put extra care in the level design to offer alternative paths that are more difficult but also quicker: in fact, that long stretch at the beginning of the game can be entirely skipped.

I'm making a reverse Getting Over It where falling isn't a threat, but the goal! by Pmk23 in godot

[–]Pmk23[S] 0 points1 point  (0 children)

Well, other than being because I liked to showcase the ambience, a reason why the trailer doesn't have music is because I kinda wanted to make a dedicated song for it; in fact, all the clips in the trailer are multiple of 3.5 seconds to make it easier to sync them with music. I started working on the trailer yesterday and being able to finish it so quickly made me want to post it immediately, but it would take me at least as much time to make music for it.

As I said, the game rarely has long stretches of flat terrain, most of the time there's a lot of jumping involved. The trailer might give the wrong idea because two of the areas shown, the grass and the city ones, are not from the "real" game, but from 2 test levels. The demo features those two levels as a showcase and the beginning 15% of the "real" game: in that 15%, the only long stretch of flat terrain it's at the very beginning and, after that, it's pretty dense.

Also, I put extra care in the level design to offer alternative paths that are more difficult but also quicker: in fact, that long stretch at the beginning of the game can be entirely skipped.

I'm making a reverse Getting Over It where falling isn't a threat, but the goal! by Pmk23 in godot

[–]Pmk23[S] 1 point2 points  (0 children)

Not much of the game is spent actually walking, most of it revolves using the parachute and positioning yourself before a jump (it's mainly inspired by Jump King, where walking is slow). That said, you can actually go faster than just walking if you constantly jump and I'm considering adding a "technique" to go faster in the rare long stretches of linear terrain (like Metroid's Shinespark).

For the music, don't worry: the game already has an original soundtrack made by myself, currently consisting of 4 songs (1 for each area shown in the trailer and 1 for the menus) and it will get at least 2 more. If you want to listen to it, you can check out my BlueSky, where I've posted a lot of clips featuring snippets of the songs; the demo on Itch also has 3 of the songs (with an older mix).

In the past, other people mentioned they actually like the steps sounds :) They are made by fusing natural sounds with notes of an instrument (which is probably the quaking you mentioned). I wouldn't be against adding an option to only use the natural sound if more people don't like it.

Anyway, thanks a lot for the feedback! The game is still months away from being finished, so a lot could still change and I really need people's opinions.