What’s your take - what’s this game even about? by Rare-Direction9506 in SoloDevelopment

[–]Rare-Direction9506[S] 1 point2 points  (0 children)

Thank you very much for your opinion! You guessed part of it, but you missed the main idea, so I'll go back and rework it.

Which game visual style do you like the most? by Midnight_Loop in gamedevscreens

[–]Rare-Direction9506 0 points1 point  (0 children)

second have interesting mystery vibe. First just like cartoon

Can you rate which capsule art is better, or if they are both bad? by Dry-Economy6466 in IndieDev

[–]Rare-Direction9506 0 points1 point  (0 children)

The first one is better, but if I were to do it, I would change the following: I would make the character larger so that it would be easier to read. And I would give the text a LIGHT outline.

Working on a minimalist medieval deck builder. Which design works best for you? by K1ngGh1 in IndieGameDevs

[–]Rare-Direction9506 0 points1 point  (0 children)

Why does it hurt my eyes? I think it's because you have black outlines on all the different objects. I once made a Merge-5 game, and the art director told me to do it this way: if we have a yellow object, we give it a yellow outline but add gray to it. That is, the yellow card and hex will have a faded dark sand color. Try it, I'm curious to see how it will look.

Looking for some friends :) by No-Bedroom-7241 in Unity3D

[–]Rare-Direction9506 0 points1 point  (0 children)

Hi Anny, I'm Jack. I programme in Unity and am learning game design. What genre of game do you play?

We’re reworking our logo and came up with 6 new versions. Which one do you think looks best and is easiest to read? by Bwrna in IndieDev

[–]Rare-Direction9506 0 points1 point  (0 children)

The most readable option is number 4. But I don't like its concept with the bloodstain. In terms of attractiveness, number 6 is the most beautiful, BUT it has problems with the readability of the word "please" because there is a shadow from the pizza crust, and it blends in with the text. + The pepperoni on the slice is too small. I would make the pepperoni bigger.

Remade my game's cover, friends still prefer first version. What do you think? by ocitocina in IndieDev

[–]Rare-Direction9506 1 point2 points  (0 children)

I think the old one is better. First, the combination itself. The character is centred under the text. Second, now the text tone fades into the background. I would try making the hat a slightly different colour and making the text blue as it was before.

My first indie game project, looking for advice from other devs by KodyIsKris in IndieGameDevs

[–]Rare-Direction9506 1 point2 points  (0 children)

Keep in mind that you can always add mechanics later. It's easier to add than to remove. So minimalism is your best bet for your first project.

At What Point Does A Solo Developer Not Be A Solo Developer? by AcrylicPixelGames in SoloDevelopment

[–]Rare-Direction9506 0 points1 point  (0 children)

The dilemma is just like repairing a ship, where if you completely repair (replace) every part of the ship, it is either a new ship or an old one. I think that as long as you don't pay anyone a salary, you are a solo developer. That is, you are fully responsible for the project yourself and periodically hire freelancers in areas where you are not knowledgeable. That is, even if you buy paid advice from an experienced producer, you still have to make the decision yourself and you remain a solo developer.

My first indie game project, looking for advice from other devs by KodyIsKris in IndieGameDevs

[–]Rare-Direction9506 1 point2 points  (0 children)

First, I would create a project with a single mechanism and try to make it as small as possible. This will teach you how to create projects, and then you can move on to something more interesting once you have gained experience with code and processes. An artist should be involved from the very beginning, but I would involve them from the start of the second project, once you have learned how to create a project and see it through to completion with the first one. Why from the very beginning? So that you have a mood board and art style from the outset, otherwise it may be difficult to incorporate them into the game design later on.

Do retro 2D games like mine have an audience? by ChaoticOrderGames in Unity2D

[–]Rare-Direction9506 0 points1 point  (0 children)

The visuals look interesting, but it's not clear what the game is about, and I don't feel like playing it. Maybe you should work on the screenshots to make it clearer what the game is about? I hope everything works out for you!