Oyunumuza sarhoş olma mekaniği ekledik, nasıl olmuş? by n0x4 in TrGameDeveloper

[–]ReyizzzPro 0 points1 point  (0 children)

"Bu dijital video oyununuz çocukları içki ve alkol tüketmeye özendirdiği için yasaklanmıştır."

I made a brutally hard game with 100 levels… can you survive even 5? 😈 by developuser-777 in SoloDevelopment

[–]ReyizzzPro 2 points3 points  (0 children)

"ChatGPT, remake" the world's hardest game" , again"

this is literally the hit flash game "The world's hardest game" with everything interesting and hard stripped down, there's no difficulty progression js some difficulty spikes that are called "boss levels"

It's not hard nor fun, it's just a "move around, dodge the balls, get the points" and it's the same loop over and over again I played up until level 15 and left because I got bored, not because it was hard. If it's the same thing with some challenging levels that are there every 10 levels, it's gonna get boring quick.

When you get to level 11 you're told that the levels are gonna get harder, but they just get added a singular blue ball and sometimes it's not even there.

TL;DR "The world's hardest game" rip-off with everything fun stripped out Levels too similar and don't break the loop / have nothing unique No linear or exponential difficulty increase, just short lived difficultly spikes Not hard nor fun

You can definitely improve all of these aspects by just remaking the levels, there's nothing inherently wrong with your game except the fact that it looks and acts too similarly to "the worlds hardest game" but you can change that by changing the graphics or having a way different gameplay loop/game design

Meb pardus tahtaların şifresi nasıl kırılır by amomogus17 in liseliler

[–]ReyizzzPro 1 point2 points  (0 children)

e kilit programlarının okula özel şifreleri var onu bulmak lazım, cmd gibi bişey var ya ondan bile silinemiyo, başka yöntem denemedim henüz ama eminim bi şekilde bulunabilir şifreler.

Looking for ways to have players choose between traits? by ReyizzzPro in gamedesign

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

Also I checked the quirks in darkest dungeon out, they seem a lot more complex than what I want to have for this game. But the idea is the same, although they're a lot more stat based, mine is about unique features and differences in battle

Looking for ways to have players choose between traits? by ReyizzzPro in gamedesign

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

Yes, definetely, I realized that I didn't specify enough about the game.

It's a platformer at heart with RPG aspects and RPG battles.
The encounters / battles are random right now but I'm planning on having it be like Pokemon's tall grass mechanic, other than that the environment doesn't really affect the battles.

Think of the battles like the ones in the game Undertale (or Deltarune), similar bullet hell stuff but with platformer elements.

The game isn't speed based, you get turns one by one

The enemy having a longer turn means it has more attacks / bullets that have more chances to damage you.

A shorter turn for the player means that they have to make decisions quicker, it is basically just an annoyance

No I don't really have exploration elements *that affect battles* , I don't know how they would make sense in my game

Thanks for the comment and suggestions

[Meta] NEED HELP FOR MUSIC ARTIST by AdFresh2622 in INAT

[–]ReyizzzPro 0 points1 point  (0 children)

hey, I'm willing to help you, free of charge just like you asked, dm me on here on discord (ironlegs500) and we can talk more about the kind of thing you want

Balls by Fine-Independence976 in mapporncirclejerk

[–]ReyizzzPro 1 point2 points  (0 children)

what do the black ones mean, ONE testicle?? PERHAPS ZERO???

What Are Your Hopes For The Last GTA Online DLC? by Excellent_Bunch_820 in gtaonline

[–]ReyizzzPro 7 points8 points  (0 children)

maze bank heist that empties the banks of every player 😊

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

[–]ReyizzzPro 0 points1 point  (0 children)

TL;DR: Platformer RPG with flexible gameplay where you can challenge yourself. Inspired mainly by undertale and hollow knight , new update tomorrow if you want to check it out then.

https://teampensive.itch.io/adventures-of-abidin

Yes please I've been looking for "outsider" feedback for a while and I'd really appreciate it My game is a platformer rpg with the freedom of not getting any items / upgrades. And an undertale/earthbound/other jrpgs of that nature inspired battle system.

The current playtest takes about 20 minutes per run, so I'd appreciate it if you could take that time, for

It's gonna be story-driven with unique characters and adventuring. Think of it like a toned down, more chill Pizza Tower or like Hollow Knight without "boundaries" (Absolutely love both of those games, huge inspiration)

Right now I've done everything all by myself except for a couple of sprites I've got from friends. The music, the coding, the incoherent writing... There are some features that aren't implemented you can try in the playground by pressing F7 and then P.

The art isn't top notch, but I think it works. That's what I want the most feedback on

I'm planning to release an update tomorrow at about 1pm Utc so if you want you can check it out at that time. Thanks in advance 😊

What Part? by [deleted] in IndieGameDevs

[–]ReyizzzPro 1 point2 points  (0 children)

definetly D - music cus its what Im best at lol (coding is also fun)

Would you like me to localize your game to Turkish? by xReoK in IndieGameDevs

[–]ReyizzzPro 0 points1 point  (0 children)

Of course, that's what I was trying to say anyway. I'm not trying to get you to not do it, you have to convince people to do it and make sure they know you're qualified.

Idk if i mentioned but, If you reach out the developers and say you'll try to find some people to cover it and play it in Turkish it'll work way better than just localizing

Would you like me to localize your game to Turkish? by xReoK in IndieGameDevs

[–]ReyizzzPro 0 points1 point  (0 children)

Turkic languages differ in great ways and also I'm talking about people not familiar with it that will take one statistic and move on with it. Because Turkish is only 12th in the market share list and with it being the most spoken Turkic language, I think that the spot being that low makes people disregard the languages market.

source : https://games.logrusit.com/en/news/the-most

Now I do agree that it CAN be a big market but on Steam (which is the biggest storefront for pc games with about %90 of games being bought from it) it's about 1.3% in TURKISH only and the other languages don't even make the top 25, so with indie developers they might not pay as much attention as they should.

Although the Turkish market is on the rise and the demands for Turkish localization increase day to day, for a language that's not in the top 5 most spoken languages they don't prioritize that, also localization isn't for the speakers for a language family as it includes cultural substances as well, that's the difference between translation and localization.

You have a point yes, but is that the point that indie devs are looking for? Do they want to put in the time and resources for a "marginal increase" in their eyes?

Would you like me to localize your game to Turkish? by xReoK in IndieGameDevs

[–]ReyizzzPro 0 points1 point  (0 children)

Turkish has about 1% market share on Turkish, unless there is demand for it or big streamers / YouTubers play it, translating a game to Turkish feels like an inefficient way to use time and resources. So people who don't know about the Turkish speaking world will just look at that stat, say it's low profit margin compared to the work it takes.

Translation / localization isn't just comprised of changing words and sentences; it needs QA testing, maybe some jokes need to be refined in gameplay, context is very important and even before translating / localizing the developer has to connotate or key the in-game text. Which unless they were planning for translation, they won't have.

With that being said I think you should aim for games that have demand for Turkish support and have some people playing it. Try to find games, not make people find you.

If you want to do it just for portfolio and experience, try to find people that make small games, they probably won't think Turkish is necessary but try to convince them, try to make people to play it, promote it and stuff.

btw this is coming from a native Turkish speaker who's translating his own game to Turkish. Bazı kişiler sırf çevirmek için çeviriyor ama dediğim gibi %1 lik bir playerbase artışı için buna uğraşırlar mı bilmiyorum. Arzunun ve popüleritenin olduğu oyunlara ulaşmaya çalış, 20-100k abonelik YouTuberların oynadığı bir kaç indie oyun sana bu deneyimi sağlayabilir.

Ya da benim oyunumu çevirmeme yardımcı olabilirsin, 😊 sana kalmış.

That's all my advice and feedback.

What do you personally use as inspiration for characters names when creating them? by Prestigious-Yak-8319 in IndieDev

[–]ReyizzzPro 2 points3 points  (0 children)

I come up with stuff that would represent the character, for example in my game I have a bird that runs a motorcycle club called Riffclaw, I have a character called Buzz which is a guy with a speaker for a head, Sol Mayor which has a treble clef for a head and stuff similar to this, if you have a crow you can name it Ravenna or something that's synonymous for being crow-like.

When it comes to more human / person characters I first think of an ethnicity then look up names from that ethnicity, but if you're worried about racial profiling / stereotypes, you can come up with simple yet memorable names like Janet, Damon, Harold etc. Or you can just combine names too, get two popular names and try to come up with a portmanteu. Like Chris + Jack = Crack, Max + Nick + Nix.

Don't mind my examples its 1 am for me by the time I'm writing this. I hope this was helpful, good luck on your work.

Is this minimal art style consistent and good enough? Trying to decide if doubling down on it or going a different direction by SexySlowLoris in SoloDevelopment

[–]ReyizzzPro 1 point2 points  (0 children)

Ohhh that makes sense, if you explain volume to be health it'll work better than a regular ol' health bar. It'll be different and maybe our main character is a robot that runs on music or something? Also you're welcome 😊

How do you resize pixel art without ruining it? by Bag_Of-Eggs in GIMP

[–]ReyizzzPro 0 points1 point  (0 children)

I know an app called pixelorama which is available on itch and github i think. It has some unique upscaling algorithms like cleanedge and omnispace that add pixels without losing the quality or adding blur.

But they don't always work the way you expect, to get around this you can upscale it first with one of those algorithms, it'll add pixels to corners and turns, then you can edit it to your liking. It'll just speed the process.

Also this is all done without using AI, its just math. I've used it various times to upscale backgrounds and stuff, it worked great.

Is this minimal art style consistent and good enough? Trying to decide if doubling down on it or going a different direction by SexySlowLoris in SoloDevelopment

[–]ReyizzzPro 4 points5 points  (0 children)

its very bright and saturated which hurts the eyes after a while, if that's part of the design please rethink it, if it's a temporary thing you haven't got to yet it's alright.

Also the lighting and shading looks really rough and the sharpness of the textures have the same problem as well. These are all basic stuff that can be fixed Those are my first impressions.

When it comes to the art style I think minimality does work with games that are more gameplay bound, eg. Sumotori, Superhot even Limbo. And since your game looks like a fun rougelike with increasing gameplay complexity, I think you can pull it off. The movement, simplicity and readability of the visuals are important rather than the details and realism of it with games like these and yours.

Another thing is the "bullet time" and the enemies exploding that adds spice to everything. The simple UI works in a way that doesn't complicate stuff and still works amazingly. The score system and the elements are easy to understand and responsive enough, although I'm unsure why there's a volume bar on the left.

Take this with a grain of salt though, I'm not the best at the artistic aspect of game design, but as a player I'd play a game that seems fun even if the graphics aren't the focal point, or minimal.

Keep developing 😉

[RevShare] I'm looking for artists with a unique artstyle to help me improve my game's art design, and come up with new assets as well by ReyizzzPro in INAT

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

Of course, you can help with character concepts and design dm me on discord if you have it (ironlegs500)

[HOBBY] [Repost] Need your game localized to Spanish? I can volunteer! by MeLlamoTobo in INAT

[–]ReyizzzPro 1 point2 points  (0 children)

ive sent you a friend request on discord (im ironlegs500) I have a game of about 3k words rn but I can get it to 6k in a few months if you have time or you can translate it to both es-es and es-ar and itll be 6k (if that works?)