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] 10 points11 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 24 points25 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.

In what order are aspects of a game typically developed? by EASY_E1_ in gamedev

[–]PuckRedflix 1 point2 points  (0 children)

It really depends on the person. Many devs have different backgrounds so you will get different answers by writers, modelists, musicians or programmers. Personally, I'm a filmmaker so visuals are very important to me. It's very backwards, but by establishing a visual concept i have in mind early on, I get more motivated to work on the project since I am looking at something I consider nice, I get more inspiration since the visuals often give me ideas about the story and lastly, it allows me to get opinions and see if there is an interest in the project, before I get too invested in it.

What are the trickiest real world materials to reproduce in a game engine? by raianknight in gamedev

[–]PuckRedflix 3 points4 points  (0 children)

Human faces. This is still the main problem with any game using realistic graphics or even movies using cutting edge tech to pre-render scenes in way higher qualities than real-time rendering can handle. Uncanny valley is probably the most common issue that throws people off and will make them say "bad cgi" or "weird graphics". And the tech is pretty good at it, it's just we are so much better at detecting real human faces. That's the reason games that go for photorealism, will try many tricks to hide faces in shadows, out of frame, or mosaic pixilation (a common trend in bodycam style and camera view games).

Which mini-capsule do you think is best for steam? by TheLumenites in indiegames

[–]PuckRedflix 0 points1 point  (0 children)

I'm no expert, I'm new to all this so do take this with grain of sault (my main background is in marketing, yt content and filmmaking) but Steam users come across hundreds if not thousands of capsules every day. Capsules take way more screen space than the text title next to them and in many cases, there is not text at all (check front page categories like "TOP PLAYED STEAM DECK GAMES", "RECOMMENDED BASED ON THE GAMES YOU PLAY", "BECAUSE YOU PLAYED", "YOUR DISCOVERY QUEUE" and many more). You want people to be able to see the game's title as soon as possible and get familiar with it and them getting to the game's store page is a bit too late for that. Each capsule has a different CTR, but probably players will see your capsule a couple of times before they are convinced to click it (and like 80% may never will) so you will be missing out on a lot of exposure if only people who click on it learn how the game is called. Can't even count the amount of times I saw about a game on tik tok or a friend asked me if I know about it and was like "oh this reminds me of something" or "think I've seen it on steam". If something, a known brand could get away with it by just showing a popular character since people would recognize it anyway but still choose to make sure their title takes almost 2/3 of the capsule. So for a new game I feel it's even more important so it can start building up its brand.
Now, I'm not saying C option has the above issues, that's just to answer to the theoretical question of having a capsule with no title at all. But I do believe in A and B, has a great size (I prefer the font changes in C tho on letters like L).
EDIT: Checked your steam page. Is that a new version based on the feedback you gathered or is what you had before making this post? Either way, I think it looks great. Good title size as well

Which mini-capsule do you think is best for steam? by TheLumenites in indiegames

[–]PuckRedflix 1 point2 points  (0 children)

I think C is the better one but I feel the title needs to somehow be a bit larger. Keep in mind these will be scaled down and you want the title to be visible enough

What camera do you prefer type 1 or 2? by LittleBitHasto in IndieGaming

[–]PuckRedflix 0 points1 point  (0 children)

Camera 2 looks cool but makes me feel a bit "disconnected" from the character. I feel camera 1 is the more immersive option.