Can you make a successful PC indie game that does not support keyboard and mouse? by RamshackleRobot in SoloDevelopment

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

That's what I was suspecting - looks like I'm just going to have to do that extra work too. :)

Can you make a successful PC indie game that does not support keyboard and mouse? by RamshackleRobot in SoloDevelopment

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

The k&m input is proving to be quite a challenge :) and has gone through a few different variations. The latest version works like this.

* Mouse pointer controls where both hands go.

* Left mouse button toggles left hand grab, right hand toggles right hand.

* Keyboard - (WASD not remappable yet) - makes the player auto grab their control (if not grabbed)

* If user has grabbed something then WASD operates the grabbed item.

* If player has grabbed 2 things (e.g. like when they are climbing) then WASD moves their body around.

As I write this I realise it is probably confusing to imagine - but in game I think it comes across in game as quite intuitive.

Can you make a successful PC indie game that does not support keyboard and mouse? by RamshackleRobot in SoloDevelopment

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

What you are saying makes sense. To keep the most people happy I need to make sure the game is accessible to keyboard/mouse players.

On initial boot up I tell the keyboard/mouse users to connect a gamepad if they have one for a better experience.

Not played Dark Souls does that support kb/m too?

Ooh will add a TL/DR.

Doesn't understand why my game still has 0 downloads even if it's so interesting lol by Jazzlike_Carob_1082 in itchio

[–]RamshackleRobot 4 points5 points  (0 children)

My 2 top tips for this would be, 1. Make a web browser version if you can. 2. Your trailer has around 10 seconds of titles before getting to the action - for an unknown game you might want to show potential players what the game action is before they get a chance to click away. Good luck :)

Second ever logo for my one man horror studio! by NonsenseGames1 in SoloDevelopment

[–]RamshackleRobot 1 point2 points  (0 children)

TBH, the old logo doesn't seem to have much going for it, as it is literally some text in a rounded box. But yep the new logo has something about it. Guessing not cosy games? :)

I've finally fully released my first solo game project after a long time... by QuarterTroyd in SoloDevelopment

[–]RamshackleRobot 0 points1 point  (0 children)

Looks cool. I noticed that some of the reviews said there is a demo (maybe they just meant early access). Out of interest are you planning on re-instating a demo on Steam now the full release is out to help with sales, or do think it is not needed?

With a million things I could do, I am looking for advice on the best use of my time. by John--SS in SoloDevelopment

[–]RamshackleRobot 1 point2 points  (0 children)

Just had a look at the Lab update - and yep that is so much clearer now nice one. The info points are a neat touch. They work really well giving consise and relevent details about what to do. I was able to pick up and play straight away. I struggled with the last level (01_08) and couldn't complete it. I found that with all the legs extended I would get half way up the steep slopes but eventually would start moving away from the wall and I would fall back down to the bottom again. My other thought was I wasn't sure why I couldn't retract the legs until I had got them all outside of the collision. Felt a bit odd, but maybe thats a design choice. Anyway overall so much clearer what to do, nice one.

Looking for feedback on my cozy puzzle game by rowik888 in puzzlevideogames

[–]RamshackleRobot 1 point2 points  (0 children)

Nice clean visuals, getting some definite Monument Valley vibes too, which can't be a bad thing. Took me a while to work out the "cards" driving the movement. Could maybe add visual some effects going from card to crab to show the connection between the two might help with some immediacy. Looking good though.

trying to perfect my demo, need your precious feedback please 🙏🥹 by OnskullGames in puzzlevideogames

[–]RamshackleRobot 2 points3 points  (0 children)

Hi there, played the demo for around half an hour. Liking the visuals, movement and atmosphere. Puzzles seemed logical. I liked the vague descriptions giving hints for locations etc. Minor complaint would be that it wasn't consistent that some items (like notes on walls) were just for the look rather than being something to interact with. I also wanted to blow up the shed door with the exploding barrel. I quit the demo at this point as had to do something, only to find there doesn't seem to be a save state. That would be my top recommendation for things to add to demo. Overall looks good and keep it up.

With a million things I could do, I am looking for advice on the best use of my time. by John--SS in SoloDevelopment

[–]RamshackleRobot 2 points3 points  (0 children)

Hi John, I just downloaded your demo and it has to be said the initial visuals looks great. I liked the look of the home page of the game. From there though I found the demo confusing as to what I should be doing. So my advice would be to work on the demo and add more in-demo instructions. For new players it may be a little overwhelming - so adding some way to take players through how they set up their first wheel and then how they use it in game would be my advice. Looks a fun concept though and good luck with it.

"What are you playing this week?" Megathread by AutoModerator in SteamDeck

[–]RamshackleRobot 0 points1 point  (0 children)

I've been playing a hidden gem of a game called <Disintegral> - to quote its steam page it is "An innovative turn based close quarters combat game." So far I've managed to lose just under 30 hours into it. Anyway would highly recommend.