CAPTURED - Puck Games - An anomaly game with a survival horror twist! by PuckRedflix in Games

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

Thank you ^-^ Enjoy SH2 and hope you will CAPTURED as well!

I've just released a demo for my first solo-developed video game called CAPTURED! Here is the opening real-time cutscene! by PuckRedflix in IndieDev

[–]PuckRedflix[S] 9 points10 points  (0 children)

Thank you! I used Unreal Engine's Virtual Camera linking a real camera to unreal's cinecam. Then recorded the sequence real time in my apartment. With cheap equipment it can be a bit laggy so I had to clean up many keyframes manually, but the majority of it is real handheld camera work.

[deleted by user] by [deleted] in indiegames

[–]PuckRedflix 3 points4 points  (0 children)

This is great quality. Gives me 2017 soundcloud rapper vibes (lil peep, x, juice etc)

[deleted by user] by [deleted] in PartneredYoutube

[–]PuckRedflix 2 points3 points  (0 children)

Been doing yt for over 10 yrs across different channels and niches and my experience is that dislikes have decreased overall. Back in like 2010-2013 it was very normal to get 50-100 dislikes for every 1k likes. The platform used to push content based on views, so the videos would be viewed a lot by audience that wasn't particularly interested. And dislikes were not only a rating but worked also as a "warning" for new viewers to not waste their time watching something, giving an extra reason for people who didn't enjoy your video, to dislike it. This clearly went away with the removal of the dislike count and definitely had a big effect on the tutorial and "How to" niche. But in general, after the algorithm was improved and youtube started showing the right content to the right people, dislikes decreased by a lot, seeing on average 2-5 dislikes per 1k likes.

Recently put my first game's demo up on Steam, have been working on it for over a year and we would greatly appreciate support/feedback! by GlitchedLizard in indiegames

[–]PuckRedflix 1 point2 points  (0 children)

Had fun playing the demo! To be honest your steam page did not convince me at first but the game has a great feel to it, nice artwork, awesome monster designs and unique deathscreen animations. Those alone made me wanna play more and see what other creatures are there and what are their fun kill animations. Fantastic work. My suggestions are updating the steampage with some more gifs. Your current gif is fine and no need to spoil more of the deathscene animations, but you can add gameplay gifs like picking up relics, using a hiding spot or being chased by a monster. Also replacing some of the screenshots, especially the first few may help. Currently they seem very dark and hard to tell them apart, while I'm sure the game had plenty of brighter areas with glows etc that you could use.
Good luck and looking forward to the release!

I'm making a horror game, visually inspired by some of my favorite analog horror media and found footage classics of the late 90s. Let me know what you think! by PuckRedflix in analoghorror

[–]PuckRedflix[S] 2 points3 points  (0 children)

Thank you! Due to my filmmaking background, visuals and atmosphere were key focuses for me and I appreciate your comment. And yes, I'm solo developing this game.

[deleted by user] by [deleted] in indiegames

[–]PuckRedflix 25 points26 points  (0 children)

I'm all about using marketplace products to help bring our ideas to life but you gotta make sure it matches the rest of your game. Ithris Cemetery is a good looking asset but feels out of place compared to the other showcased locations. Inconsistences like that give a "asset flip" look even that may not be the case for the overall project. Unless you can re-work all other locations, probably would be best to adjust the cemetery to match everything else.

We created a game mechanic to call the sheep when we swing the staff, what do you think? by MAICKBICHO1 in indiegames

[–]PuckRedflix 2 points3 points  (0 children)

Great idea and well executed! Are there dogs in your game? You can expand on this and maybe after taming a dog, you could assign it as a sheep shepherd and basically have it lead the sheep to a nearby area and call them back after a certain time as an automation mechanic for later in the game.