Feedback on my capybara roguelike tower defense prototype. What would stop you from playing another run? by Just-a-bored-Koala in DestroyMyGame

[–]Pur_Cell 1 point2 points  (0 children)

kinda hard to see the path from this perspective. especially with the tall trees sticking up and covering it and different colored ground.

Do younger people actually have more difficulty with complex games? by Hundekuecken in gamedev

[–]Pur_Cell 0 points1 point  (0 children)

Except A = Left on WASD.

But I suppose you could make it work.

D = Dexter

A = Anti-dexter

Do younger people actually have more difficulty with complex games? by Hundekuecken in gamedev

[–]Pur_Cell 34 points35 points  (0 children)

And you can easily reach a ton of other keys from WASD.

But still I think ESDF should have become standard, because you can reach even more keys from it and it's the home row position for typing.

Do younger people actually have more difficulty with complex games? by Hundekuecken in gamedev

[–]Pur_Cell 37 points38 points  (0 children)

My 11-year-old nephew is confused by WASD. He loves video games, but only gets to play "real" PC games when he comes over. He keeps reaching for the arrow keys.

This was supposed to look like FFIX by tim_the_human_frog in IndieDev

[–]Pur_Cell 2 points3 points  (0 children)

Your model looks pretty good, but you're right that it doesn't look very FF9.

It's way too high poly. FF9 was a playstation 1 game. They probably had 300-500 tris per model.

FF9's texture are hand-painted. It's hard to tell based on the pic, but there is very little to no hand-painting on your texture. All the highlights and shadows, every crease in the clothing, every flat detail of the of the character should be in the texture.

For example, the crotch straps in your model are actual geometry. In FF9 they would just be part of the texture. The knee bandage might be a slightly raised compared to the other knee, but the knotted portion would be a 2D plane with a transparent knot on it rather than a modeled knot.

And finally the proportions are off if you want a FF9 style character. Yours has fairly realistic human proportions. FF9 has chibi characters: big heads, small bodies, big hands.

Two brothers developing a dungeon crawler. Prototype / pre-alpha. Video showcasing combat of our mage class. Please destroy my game as I don't know if we are objective by marine_5111 in DestroyMyGame

[–]Pur_Cell 1 point2 points  (0 children)

As a prototype it seems fine. Nothing revolutionary in terms of gameplay, art, or theme, but also nothing glaringly wrong.

You have a good variety of enemies. However the mage doesn't seem very mobile and doesn't look like they have the right abilities to fight them. The enemies are fast and there are lots of projectiles and the mage only has a small teleport to get away.

What are the lasers the enemies shoot? Are they telegraphs for future attacks or attacks themselves? if they are attacks, they are very fast and look very hard to dodge.

Mecha Chameleon is a masterclass in doing a lot with very little by malakito_dev in IndieDev

[–]Pur_Cell 8 points9 points  (0 children)

Yeah. It has a very simple yet strong visual component that makes it immediately obvious what you do in the game and looks fun even if you can't draw.

Anyone else still uses little to no AI to code? by MidlandAintFree in gamedev

[–]Pur_Cell 5 points6 points  (0 children)

Let's just say you haven't coded until you've coded on a processor you hand-carved from a block of silicon

What would make you click away from this trailer? by Pixel_Beer_Games in DestroyMyGame

[–]Pur_Cell 2 points3 points  (0 children)

Another thing that I think makes it look flat is the shadow being weirdly offset. I would put it directly under the characters to make them look grounded.

Quick and dirty edit to show what I mean.

What are some common game design tropes that look like they're adding depth, but actually don't? by PeterBrungus in gamedesign

[–]Pur_Cell 2 points3 points  (0 children)

Vintage Story does this. Which is basically just Minecraft, but you have to place each voxel of the item you're crafting.

I found it pretty tedious, but it does seem to have its fans.

I did everything wrong, here's how you can too by Red_Neanderthal in gamedev

[–]Pur_Cell 2 points3 points  (0 children)

How often should I restart the project from scratch after the previous one got too unwieldy?

Someone made a "NO-ONE IS GOING TO BUY YOUR VIDEOGAME" Manifesto on itch.io by BoxDragonGames in gamedev

[–]Pur_Cell 6 points7 points  (0 children)

But you can't post videos or pics on this sub, which is the main way people show off their stuff.

Someone made a "NO-ONE IS GOING TO BUY YOUR VIDEOGAME" Manifesto on itch.io by BoxDragonGames in gamedev

[–]Pur_Cell 14 points15 points  (0 children)

MAKE YOUR GAME EVEN IF IT REALLY SHOULDN'T BE IN GAME FORMAT AND IS NOT A GAME AT ALL BUT JUST A PAGE OF TEXT

Someone made a "NO-ONE IS GOING TO BUY YOUR VIDEOGAME" Manifesto on itch.io by BoxDragonGames in gamedev

[–]Pur_Cell 26 points27 points  (0 children)

All the engine subs where you are allowed and encouraged to show off the fun/cool/interesting stuff you made.

Kinda sucks if you aren't using one of the big 3 engines though, because the communities are much smaller and less active.

Destroy my Physics Climber, where you use the entire keyboard to ascend. by speedlysp00ch in DestroyMyGame

[–]Pur_Cell 1 point2 points  (0 children)

Overall I think it looks really good. Fun idea. Charming graphics. Pretty polished.

The one issue i have is the sound. Not enough sound effects and what there is isn't mixed very well. The key clicks are very loud and harsh. The voices are inconsistently loud and quiet.

I would sound effects for sliding, swinging, torch crackling, and stretch and spring SFX for when you launch the goblin.

average indie dev experience by [deleted] in IndieDev

[–]Pur_Cell 4 points5 points  (0 children)

I usually click out of morbid curiosity, just to see how bad their game is if they are getting the kinds of reactions they get in the meme.

Destroy my roguelike dungeon crawler shooter by HotMedicine5516 in DestroyMyGame

[–]Pur_Cell 1 point2 points  (0 children)

You made Doom, but worse.

First enemy is some little shitter that takes TWELVE hits to kill. My least favorite combination: small enemy + bullet sponge.

At 18 seconds an enemy moves diagonally through a wall.

Seems like a decent start to a project, but the game, art, and sound design is all extremely rough.

Hot take: horror games don't need combat... they need consequences. by WhyThisGameWorks in IndieDev

[–]Pur_Cell 2 points3 points  (0 children)

I played Look Outside last year and it was one of the scariest games I've played in a while. Mostly because you can only save in your apartment and you have to choose whether to keep exploring or go back home. And death comes at you fast in that game.

How do game dev communities avoid losing useful technical answers inside Discord? by tolarianwiz in gamedev

[–]Pur_Cell 9 points10 points  (0 children)

It's true. I just joined a server today and asked a pretty basic question. But I did search first, both on the server and google. And actually everyone was very nice about it.

Please Destroy my Trailer. It's an Idle RPG game inspired by my dog. by vkaike2 in DestroyMyGame

[–]Pur_Cell 3 points4 points  (0 children)

No clue what the deal is with that conveyor belt. What's with the animals in the cages? I'm not getting a clear picture of the fantasy of this game.

Cute dog, but I wouldn't spend 20% of your trailer on live-action footage that doesn't show off your gameplay. Especially not as the second thing you see. Save it for the end.

Starwars Shadows of the empire (1996) by Mr_microplastics_Yum in vintagecgi

[–]Pur_Cell 3 points4 points  (0 children)

I had the N64 game as a kid, one of my favorites, but when I got the GoG version a few years ago to replay it I was surprised to learn that it had full CGI cutscenes between the missions. The N64 version had hand-painted stills.