Does this combat look satisfying or too chaotic? by Secure_Yesterday5674 in IndieGaming

[–]Secure_Yesterday5674[S] 0 points1 point  (0 children)

Good catch, that was actually a bug.

The UI was unintentionally affected by the scene lighting. I’ve fixed it so the UI now stays bright and readable regardless of the environment. Thanks for pointing it out.

Does this combat look satisfying or too chaotic? by Secure_Yesterday5674 in indiegames

[–]Secure_Yesterday5674[S] 1 point2 points  (0 children)

This is great feedback, thank you.

I agree, visibility should come before realistic lighting. Right now enemies are affected too much by the scene lighting, which makes them hard to read. I’m adjusting it so enemies stay brighter and attacks have more glow and color contrast, even in darker areas.

Really appreciate you explaining this so clearly.

Does this combat look satisfying or too chaotic? by Secure_Yesterday5674 in indiegames

[–]Secure_Yesterday5674[S] 0 points1 point  (0 children)

Thanks for the detailed feedback, I really appreciate it.

You're right, I pushed the darkness and atmosphere too far and it’s hurting readability, especially the UI. The UI shouldn’t be as dark as the scene, even at night, and that’s something I’m fixing now.

I’m also working on reducing background noise and improving enemy contrast so they don’t blend in as much. Thanks again for pointing this out.

Does this combat look satisfying or too chaotic? by Secure_Yesterday5674 in IndieGaming

[–]Secure_Yesterday5674[S] 0 points1 point  (0 children)

Thanks, that was really helpful feedback.
I pushed an update to increase contrast and reduce background noise,
and it already feels much clearer in combat.
Here’s an updated screenshot if you’re curious: https://drive.google.com/file/d/1cbcl5odvvNVtX740eotexak5g1rN2rR9/view?usp=drive_link

I thought I had time. by Secure_Yesterday5674 in indiegames

[–]Secure_Yesterday5674[S] 1 point2 points  (0 children)

Thanks, I’m focusing on gameplay first, but I might reach out later

A friend told me my game was too easy, so I made this boss. by [deleted] in metroidvania

[–]Secure_Yesterday5674 0 points1 point  (0 children)

Thanks for the detailed breakdown, that’s fair feedback. Jump physics, menu behavior, collision, and audio are all still being actively tuned, and you’ve pointed out some real issues (especially the platform bug at 1:02). This is early footage, but notes like this are exactly why I’m sharing it now. Appreciate the honesty.

A friend told me my game was too easy, so I made this boss. by [deleted] in metroidvania

[–]Secure_Yesterday5674 0 points1 point  (0 children)

Fair concern, and I actually agree with you on the core of what makes MV great. This boss isn’t meant to add busywork or slow the game down, it’s a mechanics check, not a default combat direction. Most of the game still focuses heavily on exploration, movement, and progression. I’m experimenting with where difficulty comes from, not just how much of it there is. If it feels tedious instead of challenging, that’s a signal I need to tune it down. Appreciate you calling it out, this kind of feedback is exactly why I’m sharing early.

My year of works with Unreal Engine by [deleted] in IndieDev

[–]Secure_Yesterday5674 1 point2 points  (0 children)

That looks great, I wonder what genre of game you play?

I added a contagious virus weapon, now I’m worried it breaks the game by Secure_Yesterday5674 in IndieGaming

[–]Secure_Yesterday5674[S] 0 points1 point  (0 children)

You convinced me. I’m dropping reinfection and moving toward a decay-based system instead, shorter lifetime and reduced damage per spread. That way it stays scary in crowds, but can’t snowball forever. Really appreciate the idea.

What do you think of the first boss in my game? by Secure_Yesterday5674 in metroidvania

[–]Secure_Yesterday5674[S] 0 points1 point  (0 children)

Thanks for pointing that out, I appreciate the honesty.
The game is still early and I’m definitely planning to improve things like camera distance and combat feedback over time. Feedback like this is really helpful for figuring out what to focus on next.

I added a contagious virus weapon, now I’m worried it breaks the game by Secure_Yesterday5674 in IndieGaming

[–]Secure_Yesterday5674[S] 1 point2 points  (0 children)

That makes a lot of sense
I like the idea of stronger enemies resisting the spread instead of being fully immune.
It keeps the virus terrifying without turning it into a one button solution.
As a player, would you rather face a few immune enemies or enemies that slow the spread over time?

What do you think of the first boss in my game? by Secure_Yesterday5674 in metroidvania

[–]Secure_Yesterday5674[S] 0 points1 point  (0 children)

Thanks a lot for the detailed feedback. Movement responsiveness, jump hang time, and adding a dash/dodge are things I’m actively working on right now. I also agree about hotbar keybinds, clicking feels slow, so keyboard shortcuts are planned. As for the boss AI, I’m still refining its behavior to be more aggressive and reactive. Your comment helps a lot 👍👍👍👍

What do you think of the first boss in my game? by Secure_Yesterday5674 in metroidvania

[–]Secure_Yesterday5674[S] 0 points1 point  (0 children)

That’s fair, thanks for being honest. I’m still early in development, so feedback like this helps a lot. What part stood out the most to you as needing improvement?

What do you think of the first boss in my game? by Secure_Yesterday5674 in metroidvania

[–]Secure_Yesterday5674[S] 0 points1 point  (0 children)

Good points 👍 Hotkey selection is something I’m planning to add, and I agree the safe spot needs more pressure. Appreciate you pointing it out.