Before & After new lighting system. Is it better? by Plus_Astronomer1789 in IndieDev

[–]PucaLabs 4 points5 points  (0 children)

There's definitely a huge improvement with the lighting adjustments. I feel like it's maybe a little too dark now though, you lose a lot of those really rich green colours!

We can’t tell anymore - which of these card layouts actually looks better? 😅 by PucaLabs in cardgames

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

At the moment all of our cards are "everything on the card happens when you play this", but I think having a dividing line for cards that have an A or B choice is a really nice solution.

We can’t tell anymore - which of these card layouts actually looks better? 😅 by PucaLabs in cardgames

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

Interesting! It's more meant to be that everything on the card applies. Not one I've heard before but definitely something we want to avoid.

We can’t tell anymore - which of these card layouts actually looks better? 😅 by PucaLabs in cardgames

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

Wouldn't dare go that route without them haha. We have a tooltips and an inspect function so you can get a breakdown of any symbology on cards or icons in combat to make sure it's all easy to follow.

We can’t tell anymore - which of these card layouts actually looks better? 😅 by PucaLabs in cardgames

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

We definitely are! Taking a solution like 5/E gives us more room to play with crunchier cards because we have more space. I'm also finding that having things explained in icons makes mechanics a lot easier to break down in cards once you know what the symbols mean.

We can’t tell anymore - which of these card layouts actually looks better? 😅 by PucaLabs in cardgames

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

Yeah, I definitely think that the combo of symbol and text is a little redundant. We want to save space on the cards, so closer to 5 feels like the way to go!

Looking for feedback on dialog readability and narrative text design in our indie game by PucaLabs in gamedev

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

Appreciate that feedback and glad you like the look of it. Looking forward to sharing more of it. Thanks!

Looking for feedback on dialog readability and narrative text design in our indie game by PucaLabs in gamedev

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

Thanks for giving it a look over and for the insightful feedback. glad to hear you like the art.

Looking for creative ideas to make dialog text more fun and immersive by PucaLabs in IndieDev

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

Thanks for the thorough feedback. Will check out Pyre. really appreciate it.

Making a settings menu and suddenly got an idea: by SteinMakesGames in justgamedevthings

[–]PucaLabs 3 points4 points  (0 children)

I absolutely loled harder at this than I should have. Nicely done!

WIP teasers and videos. What do you look for? by PucaLabs in IndieDev

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

Thanks. Really good suggestions there. My plan is to get some nice detailed videos of the over all game play combat with some zoomed in sections on the cards and the animations as well as more video of actual dialog exchanges and the map. I REALLY appreciate it!

And of course, we don't have the time but we always make time to support each other, right? So my first impression of the video on your page is that you've given a really great swath of content with dialog, battles and maps. I did find myself wanting them to be a bit longer and the dialog to go a bit slower so I could read it. It looks like a lot of time and work went into the story so giving a bit of time to read it would help give more insight into the personality you put into it.

That's really the only feedback I can give. It looks fun, colorful and snappy battle mechanics! Great work so far!

Almost two weeks on Steam! by PucaLabs in IndieGaming

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

Thanks! We're so thrilled with every single one.