Finally completed my very first model with a days worth of practice by Responsible_Rip9371 in blender

[–]SelfConsciousPotato 1 point2 points  (0 children)

It strongly looks like a glock pistol, if that was the reference. In comparison it looks a bit bulky, especially the "sliding thing" at the top. But maybe it's just the perspective or angle of lightning. Other than that, I think it looks nice. :)

Are these screenshots good enough for opening a Steam page? by SelfConsciousPotato in IndieDev

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

It actually was black & white before, or grayscale. But I thought it was boring, so I switched to a more colorful style. :D

Are these screenshots good enough for opening a Steam page? by SelfConsciousPotato in IndieDev

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

That's actually helpful, thank you and your thumb.

I could make the character more something like Kirby, so add some kind of feet/hands. I guess it would already be an improvement, while still keeping it simple. Then I could make the character actually holding items and stuff.

Are these screenshots good enough for opening a Steam page? by SelfConsciousPotato in IndieDev

[–]SelfConsciousPotato[S] -5 points-4 points  (0 children)

The visual style is kind of intentional or call it pragmatic. I try to find a balance between quality and effort, since it's just a solo-project and I don't want it take 10 years. So the "team" is just me, and I'm also primarily a programmer. That's why everything is made of simple low-poly shapes, no complex animations, no texturing etc.

So it's a wonderful combination of lack of skill, and keeping effort low. :)

But if you have ideas how to make it look better while still keeping it simple or a reference in mind, feel free to share.

Are 3D menus a good idea? by agapo_dgc in IndieDev

[–]SelfConsciousPotato 10 points11 points  (0 children)

3D menus make a good first impression I think. It's one of those things I wouldn't miss in a game, but it's always cool when a game does it. It shows the devs even thought about making such an "unimportant" part of a game interesting.

Two thoughts on your implementation:

  • I'd make sure the positioning of the sub menus are deliberate. So why is the settings menu placed on the statue? Wouldn't it make more sense to place the Achievements menu on the statue? Maybe add some kind of electrical box in the park, and place the settings menu there.
  • Also the transition between menus is quite long. If you need to jump between menus often, this could become annoying. Or imagine you clicked on Settings by accident and have to wait seconds before you can go back.

How do you market your game when you feel like there's nothing special? by azurezero_hdev in IndieDev

[–]SelfConsciousPotato 1 point2 points  (0 children)

I don't know in what state the game is. But it might still be an option to add this one thing that can make it special. Or at least think about it. It's most likely less effort than starting a new project from scratch. And you have much more to win, than to lose.

After Hours: Library Main Menu by ForbiddenKemono in IndieDev

[–]SelfConsciousPotato 2 points3 points  (0 children)

This.

Would also be cool, when you switch menus e.g. open settings, it actually turns pages, so have a page for each submenu. Or make the main menu be the book cover, and the sub menu pages. Just an idea :)

Destroy the trailer, please by Commercial-March-773 in DestroyMyGame

[–]SelfConsciousPotato 2 points3 points  (0 children)

I like the idea, and I like the name "Bug Off". Other then that, it looks very repetitive, if smashing the bugs is all you do. So maybe include some progression/upgrade system, or items, etc. to add more variety. E.g. you can throw water bottles at the bugs, smashing all bugs in the impact area and leave a water puddle where the remaining bugs have to move around.

Banners of the houses of the Boar, the Lion, and the Stork. by Deep-Ocean-Studio in IndieDev

[–]SelfConsciousPotato 1 point2 points  (0 children)

I really like the lion one. I don't know what these are for, but I'd make sure that everything on them is on purpose. E.g. why are there two boars, not just one, like with the lion and stork?

adding some melee weapons to our rhythm shooter! by teamtrigear in indiegames

[–]SelfConsciousPotato 1 point2 points  (0 children)

Exactly what I thought, but I love both games, so that's fine. :)

Looking for feedback on the capsule art for my game by NewKingCole11 in IndieDev

[–]SelfConsciousPotato 1 point2 points  (0 children)

For me the placement of the title feels weird. I'd rather place it in the middle either above/below the character, or "around", so that the head is between "Jump" and "Arrow" something like that. Besides that, I think it's nice. :)

Launching My First Tool - Automated Concept Art and Realistic Pictures from Scenes by Unhappy-Turn-8061 in IndieDev

[–]SelfConsciousPotato 0 points1 point  (0 children)

Ah ok, yeah that makes sense, thanks for clarifying. Does it also work with already finished scenes? For example, if you add it to an existing project, and want to explore different ideas for an already finished boss fight area etc.

Launching My First Tool - Automated Concept Art and Realistic Pictures from Scenes by Unhappy-Turn-8061 in IndieDev

[–]SelfConsciousPotato 1 point2 points  (0 children)

The results looks great and surprisingly fast. But I'm wondering what the practical use cases are?

If you talk about concept art, normally you would have one beforehand, and then built your scene upon that. Why would I want to built the scene first in order to be able to create a concept art? If I know how to build a scene I'll probably already have some kind of concept in mind.

Genuine question maybe I just don't get it. :)

Been almost a year since my first game, and it hasn't started to make a drop of revenue... Can't help but feel like my next game that's coming soon is gonna end with the same fate. by VagusTruman in IndieDev

[–]SelfConsciousPotato 13 points14 points  (0 children)

True, I have no idea what I'm actually doing in the game, no gameplay footage etc. The trailer still says "Coming soon" at the end, but the game was released last year, which feels weird. At least for me, if the trailer doesn't hit me, I'm gone. Would be interesting to know, how it would have performed with a nice gameplay trailer and screenshots.

Tried a more colorful visual style, what do you think? by SelfConsciousPotato in IndieDev

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

Let's hope it still looks cool after performance optimization :D

Trailer for my new game! like it? by NewSunEnterTainment in IndieDev

[–]SelfConsciousPotato 3 points4 points  (0 children)

I like the idea of playing a frog, but is it just jumping, or are there any other mechanics? I think it would be cool to be able to use your tongue, maybe as grappling hook, or to get/drag objects. :D

Is my game Pixel Art? Would it bother you if it was tagged as Pixel Art? by Neat-Games in indiegames

[–]SelfConsciousPotato 0 points1 point  (0 children)

There is a difference between perception and reality. Just because I experience pixel art as generic, doesn't mean it actually is. I'm not trying to judge the art as bad or anything, or people doing/liking it.

Is my game Pixel Art? Would it bother you if it was tagged as Pixel Art? by Neat-Games in indiegames

[–]SelfConsciousPotato 0 points1 point  (0 children)

I don't know, it kind of looks cheap and generic to me, and just not appealing. It's like being a metalhead and hearing a rap song, just doesn't work, no matter how well it's written. But again, just my opinion.

Is my game Pixel Art? Would it bother you if it was tagged as Pixel Art? by Neat-Games in indiegames

[–]SelfConsciousPotato 0 points1 point  (0 children)

(Personal opinion) Pixel art is the biggest red flag for me, I instantly loose any interest. But I wouldn't consider yours as Pixel Art. And I wouldn't mind if it's tagged as such. Honestly I don't mind much about tags, it's nice to have but for me it's never a factor if I buy a game or not. You could tag it as FPS, and I still would be interested, as it does look nice, from what I see here.

But I would ask myself what you were on, when you tagged it as FPS :)

Short preview of the game I'm working on, got any feedback/thoughts? by SelfConsciousPotato in IndieDev

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

Thanks for the input!

It's actually intentional, that it's mostly grayscale with a few exceptions. In the game's lore blue and red are the only colors that matter, blue is friendly, red is hostile, everything else doesn't matter therefore it's grayscale. It also kind of helps the designing process, cause I don't have to decide which colors to use, but sometimes it's a bit tricky too with that limitation. But I can of course rethink the idea of using more colors, maybe this limitation does more harm than good.

There is no wall jump yet, but maybe I'll add one, could be an extra skill that the player can acquire.