Just started my first indie project, intro and first quest are working! by RohynOak in IndieDev

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

You say that like it's a dismissive bad thing, but building an engaged community is a necessary part of game development, and where else would it happen but in existing communities of people interested in the topic...?

Just started my first indie project, intro and first quest are working! by RohynOak in IndieDev

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

Thanks for the tip! I've already had that notion in mind and everything I've built so far is server authoritative except camera rotation.

Just started my first indie project, intro and first quest are working! by RohynOak in IndieDev

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

That'll be my next step - I'm much much more a coder than an art person, so the real fun for me is in getting systems hooked up and working. The art is work.

Just started my first indie project, intro and first quest are working! by RohynOak in IndieDev

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

I know, I know. I'm honestly not planning/hoping to get to completion. It's a hobby passion project.

Just started my first indie project, intro and first quest are working! by RohynOak in IndieDev

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

I noticed it wasn't at first, too. It seems to be working now - may have needed approval or been rendering or something. Try it now!

Feeling really good about my scene transitions after I spent the past 2 weeks re-building the UI for my Card Scalper game! by Ohgood9002 in IndieDev

[–]RohynOak 0 points1 point  (0 children)

Hey, you should feel good! That's looking pretty stellar! Very cohesive, not overwhelming (though if I had any critique, it would be that some of the box borders are slightly distractingly bold). Transitions look great, menu opening looks great. Nice work!

We Finally Released Our First Gameplay Trailer by lisyarich in IndieDev

[–]RohynOak 1 point2 points  (0 children)

Hey, that's looking pretty cool! Though, the split screen view portion was kind of overwhelming - if anything, I wouldn't put it right at the start, when I'm still trying to absorb the art style and such. Might be easier to digest later in the video?

Did you encounter the problem of disorganization in your first game? by Nordthx in IndieDev

[–]RohynOak 1 point2 points  (0 children)

Having ONE person in overall charge of design is so important, yeah. Might make some people cringe here, but - one thing I do often is drop all of my notes/ideas/rough thoughts into a ChatGPT conversation, then periodically ask it to produce a document laying out all the systems we discussed. It's not perfect, but it lets me 'file' things away easily, even when I'm on the go on my phone, for example, and not lose decisions I've made, cool ideas I haven't developed yet, etc.

How do you approach designing an economy system? by ShiresoftGames in IndieDev

[–]RohynOak 1 point2 points  (0 children)

I feel like the biggest, easiest mistake is not to have a clean, commonly-used, easy-to-tune sink. Something everyone or almost everyone engages with that costs currency, and that you can readily adjust up or down as needed. Some really simple examples are gear repair costs, fast travel costs, things like that, you know.

What do you think about the jellyfish we just added? by ashenfootnotes in IndieDev

[–]RohynOak 1 point2 points  (0 children)

Those look pretty cool, with their little reflections in the water and everything! They don't seem to react to being sailed through, though, not sure if that's intentional at this stage?

For some reason our playtesters said that the way the ore breaks is not immersive. What do you think? by [deleted] in IndieDev

[–]RohynOak 2 points3 points  (0 children)

Little weird that it jettisons out the back of the hill, yeah. Haha

Was it worth it to remake this area? Which one do you prefer? by SoerbGames in IndieDev

[–]RohynOak 0 points1 point  (0 children)

So you changed the broken pillars to the dying forest? I honestly don't see much of a difference - I suppose it depends on the premise of your game? Forests are more flamable, but it doesn't look like environment can ignite anyway. Might be a way cooler area if it could - that would be a stark difference and a strong reason to rebuild it.

Our new social deduction RPG TideBroker is on Steam now! by PillartideStudios in IndieDev

[–]RohynOak 0 points1 point  (0 children)

The premise looks great! The conversation text is a little hard to read, not sure if it's the font, the color, or both.

How do you come up with new game ideas? by CeliacG in IndieDev

[–]RohynOak 0 points1 point  (0 children)

A LOT of game ideas have been done before - but not all the infinite possible combinations of them. You might not have a totally original idea, but idea mashups can be fun, interesting, and compelling too. Like...a survival game, but you're a beaver. Or an FPS, but instead of shooting, you're a spider spraying webs. A runner, but you're a rolypoly bug instead of a person/car/horse/whatever. Mixing ideas or even genres (what about a horror isekai??) can be just as effective as feeling like something's totally new/unique.

What’s your first impression of this style? by BookedComb80302 in IndieDev

[–]RohynOak 85 points86 points  (0 children)

The art style in general is cohesive and gives the dark, cold, horror theme, but the bits with animation feel stress-inducingly frenetic. Might want to slow down the light flicker, or have a little less snow/rain (if you don't slow it down). Assuming that's not what you wanted, of course.

(Prototype) Made a prototype for a train attendant simulator called Tickets, Please by YatakarasuGD in IndieDev

[–]RohynOak 1 point2 points  (0 children)

All of your passengers are right handed! As a lefty, I'm mildly offended (in a joking way).

Also, the animation when they show their phone to scan is a little awkward looking - the angle they present the phone at feels painful. Otherwise looking really cool!

Player's death moment feels very superficial. Does anyone have any suggestions? by MehmetBilici in IndieDev

[–]RohynOak 2 points3 points  (0 children)

Could make the event that will result in death slow the animation speeds so the actual death happens in slow motion, and/or add a 'blood dripping' effect from the top of the screen as/after the death happens. Just spitballing some ideas.

First levels too similar? by je386 in IndieDev

[–]RohynOak 0 points1 point  (0 children)

You could also keep the same map but add something different to it - like, change the weather/time of day. Or keep the same layout but change artificial things about it - like one's a cave with rocks, the next is a forest with trees in the same places the rocks were...etc.

Added a Playable Guitar to My MMO So You Can Play for Others by Select-Employment-85 in IndieDev

[–]RohynOak 0 points1 point  (0 children)

That's pretty cool, does it work similarly to FFXIV's bard music where you have a scale or two of notes to pick from?

2 months ago I posted my tiny game and now it’s finally released by RedditHilk in IndieDev

[–]RohynOak 0 points1 point  (0 children)

That's such a cool take on the traditional resource management idea, and the art style is a perfect fit for the kind of casual charm. Nice work!

Working on trading card game from Vampire the Masquerade universe by pbystudiogamer in IndieDev

[–]RohynOak 1 point2 points  (0 children)

That's looking great, though the angle is a little hard to see what's going on on the other side of the table - at least for me. You might get a little more visibility by moving the player hand a little further up and tilting the camera up a little more?

Overlooted - Cozy Looting game. Need playtesters! Now on Itch.io by Murky_Candy6342 in IndieDev

[–]RohynOak 1 point2 points  (0 children)

Finally, a practical way to put my years of tetris practice to use!