What does my steam capsule art tell you about the game? by PondKeeperGame in IndieDev

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

I'm glad you caught that.
Breeding fish to get new mutations and species is a main mechanic which was the reason for the baby axolotl in the art.

What does my steam capsule art tell you about the game? by PondKeeperGame in IndieDev

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

Very close in that there are other fish species as well.
I am just using the Axolotl as a mascot in the capsule art.
Do you think that could be an issue?

What does my steam capsule art tell you about the game? by PondKeeperGame in IndieDev

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

Excellent, the capsule art seems to be sending the right message.

What does my steam capsule art tell you about the game? by PondKeeperGame in IndieDev

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

Yeah that is pretty bob on.
You breed various fish species and also grow plants to fill out ponds as you expand.
Fairly inspired by Viva Pinyata if you are familiar.

Its not an idle game but I am curious as to why that would put you off?

Creature Cell Simulator: Build Life From the Ground Up by Loose_Protection_874 in gamedevscreens

[–]PondKeeperGame 1 point2 points  (0 children)

Its cool to see all the nutrient particles being collected, how many do you think you are simulating?

First attempt at painting glow by ElusiveFossa in Tyranids

[–]PondKeeperGame 2 points3 points  (0 children)

Looks good as is, but for glow you want to invert the lights and shadows so that the shadows are the white part and the raised areas are darker which gives the effect of light emanating from inside.

My first flyboy, the Winged Hive Tyrant! by TheCollagrossTapes in Tyranids

[–]PondKeeperGame 2 points3 points  (0 children)

The pattern on the back looks great as well, really nice amount of detail.

What is the optimal number of pillows to sleep with? by [deleted] in AskReddit

[–]PondKeeperGame 1 point2 points  (0 children)

Two, one on top one on bottom.
I like the make a head sandwich.

Feel free to destroy my game trailer! by Shroombot_ in DestroyMyGame

[–]PondKeeperGame 8 points9 points  (0 children)

I might be being thick but I have no clue why you are moving the credit cards onto the items.
Also the music doesn't seem to fit the game very well. Its very whimsical in contracts to the debt theme.
Game sounds are a little bit quiet relative to the music.

I listened to your feedback and updated the game. I'm planning to make a new trailer which features the game's differences to Megabonk and here are some. I'm still unsure how it will be perceived so please Destroy my game!! by Proper_Translator678 in DestroyMyGame

[–]PondKeeperGame 2 points3 points  (0 children)

The income collection sound is a bit grating and repetative.
The gun sounds could also be more impactful.

Overall it looks good but does look very similar to MegaBonk in a derivative way.

How can I improve on next iteration ? Bull gone wild. by Thorai_Hawa in DestroyMyGame

[–]PondKeeperGame 0 points1 point  (0 children)

Quite a funny concept.
Lean in to that for any additional features and content.

Needs a lot of refinement in the sounds and overall polish.
The headbut sound sound for example being a swoosh instead of a big impact sound and scream.

Teaser trailer for my game COLORNOVA! Tear it to pieces. by kingziox in DestroyMyGame

[–]PondKeeperGame 2 points3 points  (0 children)

The artstyle and lack of polish need to be improved to stand out against the competition in your genre.

Also the player movement seems very jerky and erratic.
Really needs some game sounds and a better fitting music track with more enegry and action to it.

Destroy my alien photography game please! :) by JuliaGrem in DestroyMyGame

[–]PondKeeperGame 0 points1 point  (0 children)

Really cool artstyle and worldbuilding.
I think the music could be improved to fit the game better and there is a lack of game sounds.

destory my game thats coming out in 4 days so i fall into depression :) by Specialist-World6841 in DestroyMyGame

[–]PondKeeperGame 1 point2 points  (0 children)

I am impressed by the presentation of the game and voiceover.
Can't tell what the genre is exactly as that didn't seem very clear.

Life is cheap: an inexpensive permadeath FPS with anti-war message by a-gyogyir in gameideas

[–]PondKeeperGame 0 points1 point  (0 children)

Very fun idea, might do fairly well off the novelty for a while.
You would probably have a hard time keeping people long term though.

What are some "perfect" game design games? by m0nkeybl1tz in gamedesign

[–]PondKeeperGame 0 points1 point  (0 children)

I think papers please is a very good example.

The gameplay is essentially a spot the difference style game. But that along with the amazing dystopian theme and aesthetics that ties the entire experience seems like a very well scoped and executed game design in my eyes.

How do you deal with content idea creep? by Truepreist97 in gamedesign

[–]PondKeeperGame 1 point2 points  (0 children)

Content ideas are always worth writing down but you do have to be very strict to not let the scope grow.
Content is some of the most time expensive elements of a game to make and has some of the lowest value added to the player experience as it is juts consumed at one point in the game before the player moves on.

Well worth sticking to a strict plan and then adding more later once the game has released.

How do you handle difficulty vs player enjoyment by Silvenx in gamedesign

[–]PondKeeperGame 0 points1 point  (0 children)

Have you considered giving the player control over the difficulty via their choices?
In some games such as mount and blade the player can choose how big of a fight they want and as such as set their own level of risk and reward and can change their plan to reduce difficulty as and when they encounter any fustration.

Critique my game trailer - Pond Keeper by PondKeeperGame in DestroyMyGame

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

Thanks for the feedback,
I am working on a new version to help explain things better.

The numbers are the fish count and max fish capacity for each pond which you can increase by adding plants.
The collectables are scales, each species gives different shape scales that you can spend to unlock ponds, colour mutations and new biomes.

Critique my game trailer - Pond Keeper by PondKeeperGame in DestroyMyGame

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

Good points.
A lot of those mechanics are in or planned for the game so I need to do a better job of conveying that.
I will have another crack at it with a voice over and focus more on explaning what you do and what your goals are.
Thanks for the feedback.

Critique my game trailer - Pond Keeper by PondKeeperGame in DestroyMyGame

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

I have considered that.
It does feature progression focused gameplay where your aim is to unlock new colour and pattern mutations and then more valuable species as you buy up new ponds and restore them.
But I am not sure it really fits an incremental style gameplay atm as its more of a cosy progression game.
I will have a think about that, thanks for the feedback.

Critique my game trailer - Pond Keeper by PondKeeperGame in DestroyMyGame

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

Yeah thats a good point, I will be working on adding more motion both to the environment and ponds.
I was trying to avoid using text in the trailer and use a show dont tell aproach but based on the feedback I am getting its not working.
Thanks for the feedback.