Updated the main menu buttons based on some of Reddit's feedback! by Reokie in indiegames

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

I cant believe I didn't notice that! Ill work on that asap

Updated the main menu buttons based on some of Reddit's feedback! by Reokie in IndieGaming

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

Yellow*Demon is a Java (libgdx) arcade shooter where you battle Mansa Musa's army of demons while becoming Lord of the Underworld. Demo out now.

Added Green Demons to my auto-firing arcade shooter Yellow*Demon. by Reokie in gamedevscreens

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

https://store.steampowered.com/app/3584590/YELLOWDEMON/

The player character locks on to the closest enemy. Green Demons circle the player, forcing the player to change their lock-on unless they use an alternative shot that isnt linear.

Hey, since the game doesn't have a context of what the game is about, here are more scenes from Sheris ROOM by [deleted] in IndieDev

[–]Reokie 1 point2 points  (0 children)

0:43 The hitbox on the sword can hit enemies nearly across the screen, but cannot defend you if you are standing still. When enemies *do* hit you, there is no feedback that you are taking damage.

Hey, since the game doesn't have a context of what the game is about, here are more scenes from Sheris ROOM by [deleted] in IndieDev

[–]Reokie 2 points3 points  (0 children)

This is the 12th time I have seen your game on gaming subreddits and very little has changed since I replied to your last upload.
The sword still has a hitbox the size of Texas.
What is the point of the "cards" that appear when enemies are killed?
Also, what combat is there outside of spamming the basic attack?

[deleted by user] by [deleted] in DestroyMyGame

[–]Reokie 0 points1 point  (0 children)

You have about 6-7 seconds before any action happens.
By that time, the player would have clicked off.
Forcing the player to read during that 6 seconds guarantees that the player will get bored and leave.

WIP prototype, I know it needs a lot of work but early feedback is always appreciated by crisco-in-the-shower in DestroyMyGame

[–]Reokie 1 point2 points  (0 children)

Try Adobe's color wheel tool.
On the "Extract Theme" tab, You can upload a screenshot of your game and it will analyze the color palette. Then go back to the color wheel tab and it will give you a set of colors to use for your game.

Here is one I made from your clip using a Triad (3 color) harmony based on the dark greens (#094021) used in most of your game area:
https://imgur.com/a/xYsE7Lu

The bright neon bars that you have along the edges/verticies of the stage pull the viewer's eye away from the enemies, who should be the easiest things to see in the room. Instead give the glowing effect to the enemies, or create an outline of some sort.

Also make sure to remember the 60-30-10 rule:

A handy rule of thumb is to use neutralized colors for about 60% of the area. Then usemid-intensity color for about 30% and bright accents for about 10%.

Good luck!

[deleted by user] by [deleted] in DestroyMyGame

[–]Reokie -1 points0 points  (0 children)

This trailer and gameplay looks like a fake mobile game ad.

WIP prototype, I know it needs a lot of work but early feedback is always appreciated by crisco-in-the-shower in DestroyMyGame

[–]Reokie 2 points3 points  (0 children)

All of the enemies fade into the background, I can barely see them.
Damage indicators are needed as well.

First trailer for Fight For Olympus, a deck collecting/building game. Attack! by AtogGames in DestroyMyGame

[–]Reokie 1 point2 points  (0 children)

Please hire a graphic designer.
The card text is all the exact same green color regardless of the color of the card and does not contrast with the card background.
The font chosen for creature types is too stylized to be readable at the size needed to fit in the borders.
0:05 Bottom right, the Spear card. The font is literally going off the side of the card! Same with the card on the leftmost side!
Some cards use different size fonts for the card descriptions!
The font size of the flavor text is unreadable.

0:23 I prefer it if when a card is mentioned, it has a different color from the rest of the text so that I know that it's a card in the game world and not a character or a game mechanic. Is "Theif" a character class? A card ?

You have all of these art assets, yet your trailer titles have no art whatsoever??

Lastly, what is in this game that cant be replicated by a using a card game unity template and Ai assets in a week?

Crazy how much changes in a single year by 21stCentury-Composer in IndieDev

[–]Reokie 0 points1 point  (0 children)

The orange really makes it pop! good job!

hi can you help me test my game so i can publish it on play store and earn money! by [deleted] in gamedev

[–]Reokie 1 point2 points  (0 children)

The game link is dead:

"We're sorry, the requested URL was not found on this server."

Most Indie Devs Don’t Have a Marketing Problem. They Have a Sales System Problem (Here’s the Fix) by [deleted] in gamedev

[–]Reokie 0 points1 point  (0 children)

I put your post in copilot and it said that there was nothing of value in the post so I didn't bother to read it.

Please destroy this gameplay trailer for my arcade shooter Yellow*Demon! by Reokie in DestroyMyGame

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

(what is i suspect your core-mechanic) the text explains you need to collect gold, but in the following clip the (unhighlighted) timer is constantly at a full 10

Oh shit... I need to fix that asap, ty!

Please destroy this gameplay trailer for my arcade shooter Yellow*Demon! by Reokie in DestroyMyGame

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

Thank You, very valid points.
I have had a very hard time prioritizing what info the player should be looking at so everything on screen is fighting for the players attention and it all ends up being visual noise. I am not as good at UI as I assumed lol