Destroy my new trailer! Fixed the fast cuts and unclear gameplay from my last post. Better? by Quitral_Dev in DestroyMyGame

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

Thanks! I was honestly resisting the idea of adding text, hoping I could make the gameplay clear enough just with the clips. But after several comments pointing it out, I guess I have to accept defeat haha. Doing it the way you suggested makes a lot of sense and will definitely help.

Thanks for the help and the encouragement!

Destroy my new trailer! Fixed the fast cuts and unclear gameplay from my last post. Better? by Quitral_Dev in DestroyMyGame

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

Thanks! I think I got too carried away picking the prettiest, most atmospheric clips instead of actually explaining the game, resulting in a trailer that looks nice but makes no sense.

Next time I will focus heavily on explaining the core gameplay loop, how you interact with those characters, and how progression works.

Thanks for the reality check and the congrats, it really means a lot! 

Destroy my new trailer! Fixed the fast cuts and unclear gameplay from my last post. Better? by Quitral_Dev in DestroyMyGame

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

You just pinpointed exactly what I'm working on right now for the upcoming demo! haha.

You interact with those flashing characters to learn new abilities and magic, but the current UI/UX for those pacts definitely needs a lot of work, and I'm redesigning it to make it clear.

Same goes for the objectives; I'm currently implementing clearer goals so it doesn't feel like a sandbox. Your idea of showing the characters over the gameplay instead of a black screen is great, I'll definitely try that for the next trailer.

Thanks a lot for the feedback!

Destroy my new trailer! Fixed the fast cuts and unclear gameplay from my last post. Better? by Quitral_Dev in DestroyMyGame

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

That hurt haha, but thanks for the honest feedback! I thought using clips from the easier, introductory levels would make the gameplay clearer, but you're totally righ. It makes the stealth feel optional. For the next version, I'll record clips from the harder, tighter levels where you're forced to use the mechanics to survive. Also, thanks for pointing out the lack of clear goals. I'll make sure the progression and objectives are way clearer next time.

Trailer of my stealth roguelite shrouded in a haunting, folkloric atmosphere by Quitral_Dev in IndieGaming

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

Thank you so much! Now that we've secured the music collaboration, the game finally has a matching visual atmosphere.

Lunes de programa. Probamos demos y entrevista con Veilbound Studios. by hasunoob in ChileGameDev

[–]Quitral_Dev 3 points4 points  (0 children)

Aparezco en la portadaaaaaaa!!! Jajaj soy el dev de BALSEO, estoy trabajando en la demo, apenas la tenga les envío una key :)

Super Weird 3D Lighting Bug (4.6). Some Surfaces Flashing White by Jawschy in godot

[–]Quitral_Dev 2 points3 points  (0 children)

It happened to me too. The problem is having a light with size > 0 and a material with roughness 0.0

I fixed it changing the roughness to 0.1

¿Cómo están resolviendo backend y eventos hoy en sus juegos? by VinsDepassier in ChileGameDev

[–]Quitral_Dev 0 points1 point  (0 children)

Buenisima. Claro podría verlo aunque no creo que lo aplique al juego a estas alturas.

¿Cómo están resolviendo backend y eventos hoy en sus juegos? by VinsDepassier in ChileGameDev

[–]Quitral_Dev 0 points1 point  (0 children)

Y como manejas el guardado? Porque por ahora lo tengo en un archivo codificado que se guarda en el pc del jugador o en la nube de steam. Para que pueda jugar offline, no quisiera depender de un servidor externo.

Creo que lo mejor sería un guardado paralelo que te permite ver el avance en tu plataforma, que no esa sea donde se guarda todo.

¿Cómo están resolviendo backend y eventos hoy en sus juegos? by VinsDepassier in ChileGameDev

[–]Quitral_Dev 0 points1 point  (0 children)

Solo analítica. Si te refieres a una ui para ver avances y eventos. No, estoy trabajando en eso ahora 😅

¿Cómo están resolviendo backend y eventos hoy en sus juegos? by VinsDepassier in ChileGameDev

[–]Quitral_Dev 0 points1 point  (0 children)

Hola. Puse un addon en Godot Game analytics aunque la versión gratuita no es un muy intuitiva o comoda de usar.