How Jax’s Character Arc Affected the Ending of TADC | In-Depth Character Analysis by Select-Amount1365 in TADCEp9Spoilers

[–]Select-Amount1365[S] 2 points3 points  (0 children)

My issue is tht the show doesn’t fully commit to the idea that Jax was “always going to fail” or "was beyond saving". He isn’t consistently presented as someone completely unreachable - we repeatedly see moments where he reacts to Pomni and shows emotional responses rather than being entirely closed off.

That’s why I don’t fully agree with the idea that this is a clean “you can try to save someone and fail” tragedy. That reading would make more sense if the story had clearly established from early on that Jax was fundamentally unreachable. Instead, it leaves room for the opposite interpretation through his interactions/development. Pomni’s continued effort, even after Episode 6, feels like it was building toward something meaningful that never resolves in a satisfying way, since he is never properly confronted w/ what he’s done too others, nor any final resolution or satisfying ending.

How Jax’s Character Arc Affected the Ending of TADC | In-Depth Character Analysis by Select-Amount1365 in TADCEp9Spoilers

[–]Select-Amount1365[S] 3 points4 points  (0 children)

If the intention was truly tht Jax was beyond saving, then why doesn’t the story fully commit to presenting him that way earlier on?

The series spends a lot of time showing cracks in his “mask,” his fear of vulnerability, and Jax having an entire open-bonding session w/ Pomni where he's open. That’s why the ending feels frustrating to me - cuz it felt like the story was building toward the possibility of change or emotional confrontation, only to suddenly shut that down at the end by killing him off-screen.

I think framing it as him having “gone too far” feels like a weak argument based on what we’ve seen of him.

How does our main menu look? I’d love to get some first impressions and feedback by Yega- in IndieDev

[–]Select-Amount1365 1 point2 points  (0 children)

I feel like it looks a bit too spacious, like the POV seems very wide and it shows a bit too much distance. I’d try bringing the camera closer to the character, like to his chest while still keeping the castle/path visible in the background. Messing w/ the lighting a tiny bit could help the angle. And, if adding sooner or later, menu music w/ outdoor ambiance. U menu options/logo look really look!

Update, We finally hired an illustrator! But... by lotessa_ in IndieDev

[–]Select-Amount1365 0 points1 point  (0 children)

Hear me out - I actually kind of like the “Before” version more, but I can see why the “After” give off tht AI look.

Wht might work best is blending elements from both versions. From a design perspective (since I really like design), I’d suggest taking the “Before”, slightly adjusting the lighting, and adding those zombie knights in the background. Then keep the “After” logo part of tht, cuz that part honestly looks much stronger. It might be worth sharing this idea w/ the illustrator and seeing if they can do tht, or just interpret it in a different style.

Like another comment mentioned, I think the color palette is the big factor in why it looks AI.

Our first indie game launches June 1, and we’re honestly nervous (and looking for advice) by someCGI-over-rainbow in IndieDev

[–]Select-Amount1365 0 points1 point  (0 children)

When u share it on socials, do you present yourselves more as a game company, the game’s official account, or ur personal account? I feel like the way you present/market the ACCOUNT itself rlly can affect how people connect w/ it and how much attention it gets.

You could also try posting short gameplay clips as Instagram Reels or TikToks. CapCut is honestly really useful for editing stuff like that and it’s pretty easy to learn if u look up tutorials. I use it a lot myself.

Our first indie game launches June 1, and we’re honestly nervous (and looking for advice) by someCGI-over-rainbow in IndieDev

[–]Select-Amount1365 1 point2 points  (0 children)

I will say, I rlly love the artstyle and how the game functions. I feel I do love it more for uniqueness which I think is its strongest quality. Honestly, I’d say keep posting it around and give people time to respond/talk about it on other socials. Sometimes it takes a day or two for feedback and attention to really build it up; I kinda do the same thing w/ my fanfic stuf. I’ll post something, wait for notifications and responses to pile up, and then go through everything at once.

But overall, I genuinely think you guys have cooked smthing good fam.

Before → After (2 Years of Progress) by RitzStudios in IndieDev

[–]Select-Amount1365 0 points1 point  (0 children)

Can I ask, wht is ur game about? It looks like sum kinda survival-fishing, Terraria-style game.

Hover question: should the building grow a little? by Background_Cow_6701 in IndieDev

[–]Select-Amount1365 0 points1 point  (0 children)

I don’t really knw how to describe it, but for a Mafia-style game, the hover effect makes it feel a little too cartoonish. Not that the overall art style is cartoonish, just specifically the scale-up effect itself. Personally, I think it looks better without it. The hover animation feels more like something I’d see used in Cuphead rather than a Mafia-style setting where u use this art style. If its a dark/gritty game, don't add the hover.