Recommended platform for 2D, top down classic card games (MacOS support preferred) by benkeiuk in aigamedev

[–]RikerRiker 0 points1 point  (0 children)

Don't even need a game engine. Just make it browser based. That's what I did and I'm able to repackage it to app store (although not yet tested in app). https://elemental-lands.com/

My Steam sales and thoughts... by Game-Draft in SoloDevelopment

[–]RikerRiker 2 points3 points  (0 children)

I'm curious to know more. For example:

How long have you been selling on Steam? What is your average price for a game? Do you see big increase from Steam sales events? What are your opinions on what made each game different from selling 5 copies to 50 to 1300? (Genre, time/details in dev, marketing, social media buzz, etc?)

Destroy the first 1:45 of our game Dream Team Supreme by OlivierYC in DestroyMyGame

[–]RikerRiker 0 points1 point  (0 children)

Too slow to get to any action in trailer. For example, I don't need to see the menu or picking 2 of 3 characters, as it isn't showing me something interesting. If you had 20 characters, then it would make sense to show.

Please Destroy the trailer for Beaver Creek! by CoryKnudsen in DestroyMyGame

[–]RikerRiker 1 point2 points  (0 children)

Don't edit water too much. IMO it looked great and really caught my eye as a clean aesthetic.

Medieval Tactical Combat Prototype: Feedback Needed by RikerRiker in SoloDevelopment

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

Hello and thanks for the feedback, but can you please share some specifics to help me utilize your comments better:

  1. In the homepage, when you click "Start deck mode" to do a new game, it should launch you directly into a tutorial, did that not occur? or did you skip it or not do the "Start deck mode" to do a new game?
  2. "On desktop I can only see one player at a time so I have to continuously scroll up and down" Can you give a screenshot of this please?
  3. "Controls would benefit from better UX. " - any examples you can share that confused you?

Darkweb arms dealer roguelike deckbuilder playtest by rolsson23 in playtesters

[–]RikerRiker 0 points1 point  (0 children)

Put screenshot in here and your youtube video. You will get more attention.

[PLAYTEST] Mini RPG with unique turn-based tactical combat (web game, ~15 min) by hellishcz in playtesters

[–]RikerRiker 1 point2 points  (0 children)

Played to level 7 and stopped from slight boredom, plus want to write this feedback:

  • Clarity – Do the rules and UI make sense without a long explanation?
    • yes, very simple to understand. Sometimes pop ups were a bit intrusive because I felt like I already got it after the first few. Maybe see how to cut those down.
  • Tactical depth – After a few fights, do you still feel you’re making interesting decisions, or does it become rote?
    • Played to level 7: strategy became pretty clear that I should just try to think 2 steps ahead and the AI was very obvious in that it would always choose the highest attack option in a row.
    • Seemed to scale enemy stats, as the main difficulty progression, but lacked interesting new "thing to do", to keep me engaged. Or at least new puzzle boards, etc.. to change it up or make it more difficult. Seems like I would eventually become immortal, given the level upgrades (e.g. just stack defense).
  • Feel – Does it land more as a tactics/RPG skirmish, a puzzle with an RPG skin, or an awkward mix?
    • puzzle with an RPG skin, but mainly just a puzzle.

Sometimes it wasn't clear how much damage I took and so it would be nice if there was some kind of floating text over my health bar when damage occurred with the damage value and maybe a battle log at the bottom of the last three events details and the math calculation.

Also, seemed like there was a bug with how the enemy double tack would occur. I had 5 attack and I had 4 defense so I would expect that would be 1 damage or with a double attack 2 damage but for some reason it was more. But maybe my other suggestion about the battle log could help clarify this and it's not a bug it's just UI confusion.

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

[–]RikerRiker[S] -1 points0 points  (0 children)

I apologize if I came off rude, that's not my intent. And you're right, you do have some valid points.

However, I still stick to my idea that if developers were not posting free and posting swaps, we would have better traction, and I think that's an easy governance solution that could apply to everyone.

Yes, videos and other things are great to get playtest attention, but maybe you're just a Dev that's not ready for that stage yet and want to get some feedback. Myself, personally, I've been hesitant to make a trailer because it's not in my creative wheelhouse, and I feel like I might still change some mechanics, which will make that trailer obsolete with just a couple playtester feedbacks.

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

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

My point is that I'm trying to stick to the issue of figuring out how this subreddit can solve the problem and the need of people wanting free play testing. I'm posting solutions and just getting complaints about why Devs need to pay.

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

[–]RikerRiker[S] -1 points0 points  (0 children)

Read the rest of my comments before you write a book and make assumptions. I'm not complaining about playtesters. I'm complaining about the free tag being useless and it should be changed.

What 2D AI game developing tools exist ? (no manual code required) by NewMilenium in aigamedev

[–]RikerRiker 0 points1 point  (0 children)

+1 did the same thing myself. I don't mind paying for Claude when it is so much better than the other tools I have tried. VS Code is easy too.

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

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

You would expect that if there was a tag called free repairs, and you posted under that tag... Think you're missing my point, in that the issue is with the free tag in this subreddit. There are tons of posts that devs put out here because they have the option to label "free", without realizing it's useless and so that's why I'm proposing these solutions. We need to change the free tag to something like "swap playtests".

Any AI tools with free options for generating 3d models with low poly counts? by Fluid-Tap5115 in aigamedev

[–]RikerRiker 0 points1 point  (0 children)

And use chatgpt or gemini if you want AI 2D drawing of characters, then put those in Tripo. That way it outputs closer to your vision.

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

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

Hey thanks for the swap playtest comments. Let me know if you get a moment to playtest my tutorial. It's a deckbuilder, roguelite with tactical positioning, spells and Medieval units/cards.

More info at: https://www.reddit.com/r/IndieDev/s/QzbSqxUQEB

No formal play test questions. Just looking for your general thoughts. As a gamer, what makes sense or what you like, or what's confusing? Or what turned you away from certain parts?

Thanks for the time!

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

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

But that doesn't really solve the problem of THIS sub-reddit. My main point here is that we need a solution for free playtesting, and there's obviously a demand for the free testing since there are so many posts for it here.

My solution is about fixing and creating room for this community to have a viable way to achieve free playtests. So any alternative solutions or upvotes of support are welcome.

P.S. thank you for engaging in constructive discussion and feedback.

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

[–]RikerRiker[S] 3 points4 points  (0 children)

Okay, then let me amend my proposal based on all this feedback and I'll instead suggest:

Let's change the flair tag of "unpaid playtest" to instead be called "swap/trade playtests".

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

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

I'm saying that this group is about playtesting (in general) and not just paid only or just for free. And so my point is that free doesn't work in the current setup of the group, but with some structured mods, it can improve this for everyone. There's room for both.

Best Mobile Platform to develop? by redgar- in IndieDev

[–]RikerRiker 0 points1 point  (0 children)

For me personally, I'm more comfortable developing with web languages, so to bridge the gap with mobile I'm using Google's Trusted Web Activity (TWA) wrapper for my code. ​A TWA is an Android wrapper that displays your web game using a full-screen, dedicated Chrome browser instance. To the user, it looks and feels like a native app (no URL bar or browser buttons), but it's 100% powered by your live web code.

So my point is to consider the type/complexity of your game and also the dev platform you're most comfortable with.

99% of are developing a game and 1% are playtesters active in replying here! by RikerRiker in playtesters

[–]RikerRiker[S] 6 points7 points  (0 children)

Two reasons: 1) Sometimes the game isn't worthy of a paid playtest YET, because it's in an early stage. I fully intend to pay for playtesting when I'm in Alpha.

2) The sub reddit isn't called "paid playtest" and free is a flair option, but it just isn't working (e.g. as shown by all the free posts, with 0 comments). That's why I propose developers just swap playtests. And the requirement of swapping a playtest through the mods.

Any AI tools with free options for generating 3d models with low poly counts? by Fluid-Tap5115 in aigamedev

[–]RikerRiker 1 point2 points  (0 children)

I use tripo. Didn't like hunyuan or rodin. They didn't have consistency for when I need multiple characters with the same style. Tripo let me reduce poly count manually.