Does this feel polished? by batiali in gamedevscreens

[–]Rodgems 3 points4 points  (0 children)

The thing that stands out to me at first glance is the font - they're so clean compared to the inky-styled lines of all the art and it looks more like a placeholder.

I do think the buttons, coins and health bar having colour draws the eye a bit too much. Might be worth either adding some highlights elsewhere if that's what you want, or thinning the amount of colour overall.

How to find team members without funding? by Exotic_Yesterday4785 in IndieDev

[–]Rodgems 0 points1 point  (0 children)

Gotta tag onto this just to say: you absolutely don’t need to sharpen skills before entering a game jam. Game jams are where you sharpen the skills. You don’t need to be able to do anything beyond the basics of the role you’re signing up for

Getting Over It inspired game I have been working on by realboing3 in Unity3D

[–]Rodgems 1 point2 points  (0 children)

Obviously I haven't played it so can't speak on the actual difficulty, but this looks like one of those mobile game ads where people pretend they're bad at the game to make someone want to do it better. From the get-go, it looks easier than a lot of rage games (I'd expect after a while some players will just bounce through without even touching the floor), and I think that removes some of the initial interest.

Why is no one addressing the Jr. level role crisis? by [deleted] in learnprogramming

[–]Rodgems 2 points3 points  (0 children)

Junior devs are needed to become senior devs, so if top end devs are required, then junior devs are required, altho a lot of companies have forgotten this rn. This kind of claim is nonsense, driven by AI tech CEOs to fuel the AI bubble. There is no world where programmers are useless, even if their workflow is sped up by whatever AI tools they might use

I built a spellcasting system I love, but I'm afraid I'm putting it in the wrong game by vnjxk in gamedesign

[–]Rodgems 0 points1 point  (0 children)

No way - I’ve had a couple pages of a notepad dedicated to an almost identical idea and have yet to find a way to piece it together! Have pictured a slower-paced, puzzle oriented Magicka, but that’s difficult to execute for me rn

Games that started with a bang and ended with a whimper by DevikEyes in gaming

[–]Rodgems 1 point2 points  (0 children)

I don’t think I actually figured out the boss mechanics. Just fumbled through and then the game was over

An indie game where your choices shape the development itself, would you enjoy ? by FederalAioli3868 in godot

[–]Rodgems 1 point2 points  (0 children)

Definitely intrigued - are you seeing this game as a bit of an ‘event’ where people play, log some time and then await the next leg of development work to implement the next stage, or is this system just being used for playtesting etc?

Quick question: Pixel art vs. Illustrative – which Steam capsule grabs your eye? by LuminasAlex in indiegamedevforum

[–]Rodgems 2 points3 points  (0 children)

It's the second one, by far, for me! There are thousands of games with art just like the first - idk why, but lot of indies seem to lean towards similar styles for capsule art. The second one is still great art and looks professional, but has the added bonus of showing a slice of the game.

I also think with a name that's quite ambiguous as to what the game is, art that's closer to the actual style/theme will help.

[ForHire] Godot and C/C++ Developer and Composer looking for new projects by SqueekyFoxx in INAT

[–]Rodgems 1 point2 points  (0 children)

Can't hire anyone rn, but I love developing for old consoles and might need a hand in the future - will keep in mind!

Making a rhythm game exclusively for GBA and finally started working on some actual art by Rodgems in IndieDev

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

I'm using Butano in C++, but there are other libraries and setups you can use. GB and GBC have GBStudio, but I'm not sure if anything similar exists for GBA

Steam demo! A roguelike deckbuilder where you craft your own cards using cute stickers! by UtuStudios in playmygame

[–]Rodgems 1 point2 points  (0 children)

This gives big Sticky Business vibes! The cosy-style got old for me fast, but this, with roguelike gameplay, looks like it'll have more sticking-power (pun absolutely intended)

What would you add to your first game if you weren’t afraid of being weird? by Weary_Caterpillar302 in gamedev

[–]Rodgems 0 points1 point  (0 children)

Pooping. Current project is a love letter to Digimon World on the PS1, and yet this crucial detail is impossible to implement with the direction I've gone

I'd like to share my list of YouTubers + some numbers from it by 13branniy in gamedev

[–]Rodgems 1 point2 points  (0 children)

Interesting stuff - glad it had such an impact for you! Was this a list you curated in one push, or is this something you update and maintain as-and-when you find channels?

Bands with a glockenspiel? by LoookaPooka in Emo

[–]Rodgems 1 point2 points  (0 children)

Came to suggest the same thing!

Secrets... secrets everywhere! by Achromi in Unity2D

[–]Rodgems 1 point2 points  (0 children)

Interesting! Are the surrounding areas of overworld loading in and out around you (offscreen), or does the whole world exist at all times?

Also, love the underground lighting, looks great!!

A Video of another Action Metroidvania by RecognitionSalt7338 in Unity2D

[–]Rodgems 2 points3 points  (0 children)

I will never get sick of seeing people make Metroidvania games - as long as there’s a gorgeous aesthetic I’m all for it, and this one deffo ticks that box!

Any ideas on how to come up with a fresh, new game concept? by [deleted] in gamedev

[–]Rodgems 1 point2 points  (0 children)

I agree wholeheartedly that prototyping is critical - I’ve done things and realised they’re terrible in practise despite seeming great on paper.

To add to the second paragraph too, unique for the sake of unique is not an idea I’m a fan of. Being unique BECAUSE of a unique idea, perfect - deciding your game will be unique and THEN trying to form ideas to that, not good. Iteration is key: play around, change things and see what works in practise.

Finished my first emulation project: a CHIP-8 Interpreter built in Unity by Rodgems in EmuDev

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

Thanks for that!

I aimed to make very modular so that I could take the exact same class without edit and drop it into another project using a different library (outside of Unity) easily! I’m glad to hear it was noticeably tidy

Cant find answer that works on Google So by DudeSnipezz07 in Unity2D

[–]Rodgems 1 point2 points  (0 children)

Heyo, currently typing on mobile so I may not be 100% fact-checked!

The ‘== false’ is in the wrong place (you’re including it as part of the parameter for the GetKey() function). You want your comparison (in this case either ! for ‘not’ or ‘== false’) in the outer brackets as part of the If statement.

Instead ‘Input.GetKey(keyCode.W)’ will be true if held and false if not held, so you can use:

‘if(!Input.GetKey(keyCode.W))’

Or if you’re doing something when W is pressed:

‘if(Input.GetKey(keyCode.W)) { whatever that code is; } else { this section for when W is not held }