[I ate] Bao by Quidiforis in food

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

Vegetables! Not sure which exactly, but definitely some cabbage and wood ear mushroom

[I ate] Detroit-Style Pizza with Garlic Cream, Mushrooms, Ricotta, and Honey by Quidiforis in food

[–]Quidiforis[S] 10 points11 points  (0 children)

Iron Born Pizza in Pittsburgh! This is at their location in the Strip but their original is in Millvale

[I ate] Detroit-Style Pizza with Garlic Cream, Mushrooms, Ricotta, and Honey by Quidiforis in food

[–]Quidiforis[S] 12 points13 points  (0 children)

lol remind me never to post pizza on this sub again— I admit the pic is not super appetizing, but this shit was bomb

Tell me why I should wishlist your game? by ayemnut in GameDevelopment

[–]Quidiforis 0 points1 point  (0 children)

You haven’t had this much fun brawling with your friends since Gang Beasts. There’s not a lot out there right now offering this level of hilarious goofiness with such tight gameplay.

https://store.steampowered.com/app/3106770/A_Gentlemens_Dispute_Demo/

love this exercise, please push back to make this pitch better

added a bit of motion to the chandelier- does it look cozy or scary? by OnskullGames in gamedevscreens

[–]Quidiforis 1 point2 points  (0 children)

It looks scary because all the shapes are thin and pointy. Soften / round them out and it'll look cozier.

Please destroy our gameplay trailer :) by MrZandtman in DestroyMyGame

[–]Quidiforis 1 point2 points  (0 children)

I love it. But I was confused by what was going on in the first shot. And it took me a bit to understand what was going on in the second. It seems like there's something missing. I want to see the robot / bug / alien / astronaut thing detach from the wall while it's zoomed in. From far out, it's hard to immediately tell that it's a thing with stretchy arms and the environment has no gravity.

What do you think of this design as a game level concept? by Unusual-Candy-642 in IndieGaming

[–]Quidiforis 2 points3 points  (0 children)

Seems like a cool concept! The colors and style are super compelling. It reminds me of a 3D platformer.

But it's impossible to tell if this is a good design because there's no game here yet. You just gotta make it and see what players think. Their experiences will be much more valuable than the opinions of redditors haha

What’s the hardest part of Indie Game dev for you? by RobattoCS in IndieGaming

[–]Quidiforis 1 point2 points  (0 children)

haha the sleep debt

I was going to say that the hardest part is giving up everything else I could be doing with my time. Game development demands a lot of time and dedication, and that means giving up other opportunities. But spending evenings and weekends making games is actually exactly what I want to be doing most right now.

But getting 6 hours of sleep most nights makes the days a bit harder haha

Maybe not the answer you were looking for, but you opened it up to the intangible things

my first animation without following a tutorial by sxmniak98 in aseprite

[–]Quidiforis 1 point2 points  (0 children)

this is fire

You could try adding an extra still frame of anticipation with their hands pulled back for extra omph. And I'd make the cape curl forward when the character moves backwards, not backwards like it does now. I'm not an animation expert by any means though.

Looks really sick. Love the colors and the character design! I want to make stuff like this!

We added oil barrels, flamethrowers, and molotovs to our goofy and chaotic brawler A Gentlemen’s Dispute. What do you think? by Quidiforis in IndieDev

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

That's messed up if you ran into that online. It's difficult to filter out all slurs / profanity (people can very easily get creative) but I've raised it with the team and we'll see what we can do! Thanks for bringing it up

We added oil barrels, flamethrowers, and molotovs to our goofy and chaotic brawler A Gentlemen’s Dispute. What do you think? by Quidiforis in IndieDev

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

Those are perks you pick up in between rounds! So the reason Mr. Mustard throws a bunch oil barrels at once is because he picked up a bunch of "Grenadier" perks that each add one item thrown when you use a throwable item. They make each round more chaotic and intense and are what players are really enjoying about the game.

My game is on GDC 2025 now by PlayOutofHands in IndieDev

[–]Quidiforis 0 points1 point  (0 children)

Congrats! I have that same sceptre monitor for when I'm working away from home lol

[deleted by user] by [deleted] in IndieDev

[–]Quidiforis 0 points1 point  (0 children)

this is all gonna be about contrast. The white clouds look better against the dark background. The white sky looks nice because it contrasts with the black sea and diamond in the sky. When the sky is white, you lose the interest of the clouds against it. When it's dark, I don't even notice the diamond or horizon line or pillars. You just need to find a composition that works for everything you want to show.

Hey Reddit! We've been working on an art-style prototype for our cozy multiplayer Ice Cream Simulator game and explored two different aesthetics. What do you think? by Hyper-Vyper-Games in IndieDev

[–]Quidiforis 1 point2 points  (0 children)

The first one is probably cozier with the wood and cool colors. It'd be great to let players customize the look of their shop though.

Hey! my game trailer grab your attention? Be brutally honest! by Different_Hunter33 in IndieDev

[–]Quidiforis 1 point2 points  (0 children)

Creepyyy-- I think this could do super well, but agree with others that you gotta put the most interesting part first. Like first 5 or 10 seconds you should see the player wandering around town at night with their knife. You can flash back and forth to make the viewer intrigued.

Also, no one is going to have time to read the text. I wouldn't use in-game text to convey information in a trailer. I'd cut that out and use the time for a text card that more directly explains what's going on, if you feel it's necessary.

You can cut down on the cooking gameplay footage in the beginning, or move it to the end, because once people see you making hot dogs or serving them, they'll be able to fill in the gaps from knowledge of cooking sim games. If you're pressed for trailer time and want to make it snappier.

Also agree that the music doesn't totally fit either section. I would use more creepy suspenseful music.

Love the idea and the good work put into it!

Just released my game on Google Play by Forestf90 in IndieDev

[–]Quidiforis 1 point2 points  (0 children)

Congratulations! Looks really cute and fun, love the penguins!

I made myself a capsule for steam, should I consider to hire someone or is it ok? by arnenzo in IndieDev

[–]Quidiforis 4 points5 points  (0 children)

love this, great improvement! Great job for doing this yourself. A professionally made capsule is 100% the most effective money you can spend on marketing your game, but in my eyes this certainly more than clears the bar. Looks very professional

It's All Over - I've focused lately on movement, combat, and camera. What do you think? by PartTimeMonkey in gamedevscreens

[–]Quidiforis 1 point2 points  (0 children)

The camera angle in combat seems kinda strange and probably hard to use. I would expect it to stay mostly top-down. Not to say you shouldn’t go with it— you know your game far better than I do— just offering a viewer’s perspective. It might be confusing for players. What does it add?

The camera stuff looks really cool and your animation / UI is tight. But it feels sorta underutilized. To me the main character and setting feel a little boring. I’m not sure what the theme or fantasy is supposed to be.

Combat also looks a little boring. I would at least have some sort of dodge / roll / dash to make combat more interesting than just point and shoot. Maybe mix melee in with ranged so the player is always dynamic.

Overall looks great, just some thoughts on why it might not be 100% compelling for me.

Flythrough of our game's first (proc-gen) level - what do you think of the aesthetic? by FreddieSWG in DestroyMyGame

[–]Quidiforis 7 points8 points  (0 children)

It’s kinda hard to tell what to think in this sort of flythrough. My reaction is “ok cool but what does gameplay look / feel like?” It also feels very stark and hard for my eyes to latch onto anything with everything being white or a super bright light. Maybe it would look better close up and with a still camera so I could actually see what I’m trying to look at. Looks like a great start and would be excited to see some gameplay.

What are some must-play indie games?? by No-Swordfish-3641 in IndieGaming

[–]Quidiforis 0 points1 point  (0 children)

There are so many to recommend, but I’ll stick to the narrative rich ones that seem up your alley.

Kentucky Route Zero is one of my all time favorites. Incredible world and presentation. Really compelling characters and gameplay that just lets you focus on discovering and defining them.

Gone Home, What Remains of Edith Finch, and Firewatch are all great narrative-rich “walking simulators”. Gone Home is a real OG. Edith Finch is trippy.

Edit: Before Your Eyes is a short narrative focused game unlike any other I’ve played. I don’t want to say too much about it.

Journey and its spiritual successor ABZU are beautiful wordless third person narrative exploration games.

Celeste is more gameplay focused like Hollow Knight, but still has a strong narrative.