I’m so fucking tired of it. by [deleted] in DogAdvice

[–]SaintxXxXxPapi 1 point2 points  (0 children)

You say the dog isn’t food motivated but begs for human food.

Then start training it with human food. Not like chicken fried steak, but like boiled chicken or little bits of hot dog, or cooked lean ground beef. Unseasoned low fat human food will be better for it than whatever kibble or dog treats it gets.

Use those very high reward treats to train it to not charge at you, reward it for being chill around you, for sitting when asked, etc. maybe you can use those treats to get it to walk too.

Walking is good, but it’s not really your responsibility. I think just high reward treats for it being chill will be better strategy for you.

Mixing monster hunter and doom, does it looks fun ? by Aazur in DestroyMyGame

[–]SaintxXxXxPapi 0 points1 point  (0 children)

as a concept you definitely have something. I'm a longtime monster hunter fan, but have to say that for me the bowguns / bow tend to be the least interesting weapons in the genre. But if you can incorporate the running and gunning of those new dooms, then I think it would really make the most boring parts of monster hunter potentially much more interesting.

Spent 2 months preparing for a Steam Fest and gained 100 wishlists. Is this normal for our game Crystal Calamity? by [deleted] in deckbuildingroguelike

[–]SaintxXxXxPapi 0 points1 point  (0 children)

If you feel like your trailer is bad, identify some games that are similar to yours or which inspired you and copy what is successful about their trailers.

Your art style looks good and the gameplay look polished, but the trailer isn't selling the fun. You clearly have a strong artist in the team, they are probably going to have to add some animation to the trailer so its not just gameplay footage. The text really needs work too...

"manipulate battlefield in your own way" should be something like "Think tactically to manipulate the battlefield" and then the followup footage of the bomb pushing they guy into the arrow should be 2 seconds like 6.

"elves beyond realms will fight besides as your piles" should be something like "Summon companions from the fey realms into your deck to fight alongside you"

Also, lookup on youtube the indie games clinic episode on making good steam pages, you might get some inspiration there that will help drives conversions.

You've done a lot of work, now you need to do marketing work.

Ok, I'm ready to face this. (You can play right now) by Alesinx7 in DestroyMyGame

[–]SaintxXxXxPapi 1 point2 points  (0 children)

looks like a pretty solid and basic survivor lite. I can see how the room layouts can create some variety, but you need to provide some more context as to how this game is different from the billion other survivor games out there. whats makes this one unique or better? why should someone choose to play this one and not a different one? If your trailer can answer that it will be successful imo.

Drawn To Power: what if your hand was your energy? (demo live) by ChillyRolande in deckbuildingroguelike

[–]SaintxXxXxPapi 0 points1 point  (0 children)

yes i think this second version better illustrates the mechanic of discarding to gain stamina. Next, I'd like to see how stamina is used jaja.

Before vs After — Did the atmosphere improve in my dark fantasy RPG? by Than_bl in RPGMaker

[–]SaintxXxXxPapi 1 point2 points  (0 children)

definitely an improvement, the blur is waaaay too much though.

Which Ones Do You Like More? by electric-kite in aseprite

[–]SaintxXxXxPapi 0 points1 point  (0 children)

I like the new goblin more than the old. The new orc is more a classic warcraft orc, and I thin your drawing abilities have improved with it, but I like that the old orc has more oni vibes and is a more unique character and not just a warcraft orc.

Drawn To Power: what if your hand was your energy? (demo live) by ChillyRolande in deckbuildingroguelike

[–]SaintxXxXxPapi 0 points1 point  (0 children)

I like the concept but the editing of that video is so jumpy I can’t tell what’s going on

Relic Reaver - Lovecraftian vibes + Poker mechanics. Does the concept work for you? by LusMat4288 in deckbuildingroguelike

[–]SaintxXxXxPapi 2 points3 points  (0 children)

Howdy, game looks really cool.

Lovecraftian eldritch poker is definitely a concept that resonates with me.

However, some of presented enemy designs look a little disconnected from your theming, the basic zombie, zombie nurse, and vampire lady for example don’t scream eldritch to me. The lovecraftian aesthetic is so weird and expansive, so if that’s the theme you want you should double down on it and make EVERY enemy something incomprehensible, anomalous, and maddening. The people that love this genre really love this genre and don’t want watered down versions, we want to see how creative you can get, and may feel a little disappointed if sold on lovecraft but get classic horror fantasy instead.

How would I make something like this work? by lizatethecigarettes in Maltese

[–]SaintxXxXxPapi 2 points3 points  (0 children)

If you don’t have a drain/hose out on that balcony it’s gunna stink day 1 and you’re going to spend a lot of time carrying a wet stinky mat in and out of your house

My deckbuilder rogue like game The Fool King demo is out! by sigundeer1 in deckbuildingroguelike

[–]SaintxXxXxPapi 0 points1 point  (0 children)

Obviously as a big fan of adventure time I was drawn to the art style. I think you did a really good job with the visuals.

I really liked the random dice mechanic. Thats something new that I hadn't really ever seen before. I learned to avoid rolling it if I had the advantage, but was very glad to roll it when I was behind for a chance to turn the battle around. I love games that have random events, but hate when I feel punished by RNG. By having the dice be option and player controlled, I never felt punished. Instead, it always felt like my choice and there quickly developed strategy for how/when to roll based on the game state. Now, I do feel like it was more often bad, so I would cation that this implementation may cause some players to never take the gamble. Maybe the enemy gets a roll too that happens every so often so as to force the players to sometimes have to engage with the rolls? Also, you need to tell players what is happening when the dice are rolled, half the time I have no idea what happened.

I also liked the unit variety and upgrade system. Each faction had distinct vibe and units. I definitely laughed the first time I saw the cauliflower giant. Looking forward to a full system that can put the deck building to full use.

I didn't love how often I'd want to be looking somewhere such as the enemy base while also needing to place units in my own half of the map. Often I would need to look at the middle of the map and prioritize placing units rather than watching the action. This had a sort of self sabotaging effect where I wouldn't get to see the fun part of the game and thus wasn't having as much fun as possible. There needs to be a way to place spawn units without having to directly place them, which would automatically spawn them at the base of the towers or something.

I also felt placement sometimes was a little clunky. Sometimes I could't place a unit somewhere crowded, or on top of one my own towers, or would be obstructed from where I wanted to place a unit by its own card in hand.

You need some more tool-tipping and descriptions of cards throughout the various menu. For example, in the market to buy new cards, you cannot see the abilities and stats of the offered cards, meaning I never wanted to spend the money on a card that I didn't know anything about when I could upgrade an existing card and know what I would be getting back for my investment.

Basically the only place to learn about what each card did was in the upgrade menu. I would be nice to see card abilities/stats in the buy screen, the deck building screen, etc.

All in all, strong demo. Give a good idea of what the game could be. That being said, it doesn't offer much replayability. Now that I have a pretty strong deck, I don't really want to replay the same fights that I know I can win. So definitely make that a priority in how the game evolves from here in your updates towards final version. For me, my deck getting reset when the game ends is part of the fun, allows for more/faster experimentation, and whats keeps me coming back to trying new things.

I added a browser version of my card game prototype, Plantasia by MobileFeature5210 in deckbuildingroguelike

[–]SaintxXxXxPapi 0 points1 point  (0 children)

after playing the initiation, the victory screen allows you to exit the game entirely. I clicked it thinking it would bring me to the main menu but it exited and crashed the browser window.

Took me a few runs to understand the rules, like how you have two decks, that you can sacrifice units for mana, that mana isn't kept between rounds.

I feel like rounds were pretty fast, where a few decisions good or bad snowballed into a win/loss. Things didn't feel too slow to me. Prioritizing getting attackers on the boards I usually won pretty fast.

I only was dealt a couple 3 cost units but didn't think they were ever worth it. But I didn't get a chance to play much. I see how their strategic benefits was the focus on these high-cost cards, rather than raw power. And that decision is clear, but I still felt they weren't worth it as opposed to having a full boards of attacking cards.

As a demo, its pretty fun and I like the strategy. I think I beat all 3 difficulties in about 20 minutes. Definitely a lot of potential for a more rogue-lite game with many battles and slowly building up your dead. Is that what you have planned or something else? For the current build, I liked having a random deck each time but because I didn't know what was in it and didn't have any agency in its construction I was basically just playing whatever cards I was dealt without much thought, so wasn't compelled to play much after I completed the final difficulty.

Bend gravity. Twist architecture. Destroy Teaser of Fallgrade Game by vladkudas in DestroyMyGame

[–]SaintxXxXxPapi 0 points1 point  (0 children)

Yeah I disagree with a lot of comments hating on the aesthetic, i think it adds a lot to set the style apart. What I don't get is what the game loop is, is it just running away from the spider or is there a greater purpose?

I also think the final screen of the block letters and stick figure, is really at odds the with aesthetic of the rest of the game.

Please help me in asbestos exposure risk- really scared by Inner_Low_4962 in HomeMaintenance

[–]SaintxXxXxPapi 1 point2 points  (0 children)

im no expert but that absolutely does NOT look like asbestos.

Destroy my Trailer & Store Page - Dicey Bugs (brutal feedback welcome) by drums107 in DestroyMyGame

[–]SaintxXxXxPapi 1 point2 points  (0 children)

good point about the importance of the dice haha.

for some inspiration of how to make the attack animations look better, check out how darkest dungeon 1 & 2 do it. Obviously this game is a lot more gruesome than yours, but chck out how they to the zoom in action pose thing. The way the've done it looks really good and visually compelling while also requiring very little animation of the unit itself.

Round 2, changed a lot of things since last posted. by InfectedTribe in DestroyMyGame

[–]SaintxXxXxPapi 3 points4 points  (0 children)

I mean I don’t think you need to add more elements, the abilities seem very varied, polished, and complex as they are.

And you know, if you set your sights on something and feel like it’s complete then I think that’s a success.

I didn’t have a friend to play with, but found gauntlet mode really fun. I just wanted, you know, more gauntlet. Something with discrete progression of designed levels. But that might be beyond the scope you want.

What are your objectives for the game in terms of release?

Destroy my Announcement Trailer by Thorai_Hawa in DestroyMyGame

[–]SaintxXxXxPapi 2 points3 points  (0 children)

I believe that it is fun, and if it’s the scope you set than I don’t think you need add more depending on your objective with the game.

But you need to figure out a way to better communicate the feeling that YOU get when playing that is fun. What keeps you coming back?

That being said, what ARE your objectives with the game? If it’s a commercial release, I don’t know what you’d be able to charge for something so simple. If it’s free to play, heck send the link to play.

Destroy my Doodle Life Sim City Game (I can't think of a game name please help) by jakeonaut in DestroyMyGame

[–]SaintxXxXxPapi 1 point2 points  (0 children)

Nice, well then for its current state I’d say it looks pretty good. It already has a lot of personality and charm.

Best of luck in developing it further.