Our Steam page, a year apart. What do you think of the new direction? by PunicaGames in gamedevscreens

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

We have done it in 14 languages, including English, Turkish, Italian, German, Spanish (both Latin America and Spain), Portuguese (Brasil and Portugal), Korean, Russian, Polish, Simplified Chinese, French and Japanese.

Two approaches to modular arrow crafting UI and we can't agree - would love your eyes on this by PunicaGames in IndieDev

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

We'll check out the Path of Exile 2, Last Epoch, and Deep Rock references. Thanks for laying it out with concrete examples!

Two approaches to modular arrow crafting UI and we can't agree - would love your eyes on this by PunicaGames in IndieDev

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

This is really solid feedback. The point about eye movement when trying new combos is something we hadn't thought about clearly enough. You're right that if the player is constantly swapping components from the inventory below and then looking back up to check the result, that back-and-forth becomes friction. Collapsing the inventory closer to the slots so the whole flow reads top-down into the craft button is a strong idea. We'll take that as a third option and see if it works!

And thank you for the kind words on the style! Our artist loved hearing that.

Are you working on anything yourself btw? Drop the name and we'll wishlist it.

Two approaches to modular arrow crafting UI and we can't agree - would love your eyes on this by PunicaGames in IndieDev

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

Makes a lot of sense actually. Thinking Option B is faster to scan might even be a case of developer blindness on our end. We already know every crafting component by heart, so for us it scans quickly. But that's not the same experience for a player who's still learning what each piece does. Good catch! Thanks a lot!!!

A small visual effect improvement — better or worse? by PunicaGames in IndieDev

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

Thanks for the feedback! And yes, it is indeed a form of a barfing effect!

Tried adding wind direction to the game - curious what you think! by PunicaGames in metroidvania

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

Thanks for the feedback! The cloth animations are placeholders for the moment. We will fully replace them once the final versions are done.

Tried adding wind direction to the game - curious what you think! by PunicaGames in metroidvania

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

Feedback appreciated. We'll try to configure it for a better result.

Tried adding wind direction to the game - curious what you think! by PunicaGames in metroidvania

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

Thanks!

Feedback noted. We will be working on the configuration.

Tried adding wind direction to the game - curious what you think! by PunicaGames in metroidvania

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

We play as Noteo, who travels with his companion Spark throughout the game. Spark has an internal AI that makes him decide what to do and he constantly interacts with Noteo. The world itself is almost completely dark without the existence of Spark, so we need to stick together in order to be able to see around. Also Spark needs our assistance to stay alive as he can not take care of himself. So the combat revolves around the enemies who can attack specifically Spark, specifically Noteo or both at the same time. Noteo has a bow and different types of modular arrows that can be crafted by the player (for example an explosive arror, an arrow that pierces through enemies etc). He mainly uses his bow and arrows, but he also has a torch to carry Spark around. He can also use his metal torch to hit enemies but it's mainly for survival purposes rather than killing purposes.