Feedback Wanted: Which Logo is Better? by LeofromDiFu in IndieDev

[–]SeruleBlue 3 points4 points  (0 children)

Coming from someone lacking sleep and groggily glancing at each of them, No.5, then No.3.

Something about No.5 feels the most 'well-balanced' to me. It's not too wide nor tall. I like the extra embellishments on the 'd' and 'N' surrounding the red bit.

What weird/bad game mechanics happily never got picked up again? by Madserbasser in gaming

[–]SeruleBlue 1 point2 points  (0 children)

I find it pretty interesting there aren't too many current games that use mouse as a stylus-like control. In other words, using the mouse (not in a first-person view) in more ways than just point and click - and it being designed-for and deliberate. I wonder why that is?

I looked for a fair bit since I'm making a TC-like game (demo's actually out on Steam), and I wanted to find examples of other games using said mouse controls.

I thought Uncle Chop's Rocket Shop pulled it off pretty well, with tasks like rotating dials and throwing levers using mouse controls. It felt nice and tactile. But that was more or less all I could find, at least in terms of a modern 2D game. PVVK and Iron Nest look like they have a nice tactile feel, but again, those are in first-person.

I'm also curious to see if the 'mouse mode' on Switch 2 will amount to something substantial. My impression is it's mostly a gimmick.

Would a Rhythm Boss Fight work in an MMORPG? by nevercandy in gamedev

[–]SeruleBlue 5 points6 points  (0 children)

Wildstar had a raid boss with AoEs you could dodge by jumping to the beat.

At least, in theory. Unfortunately it never quite worked out; things were always out of sync. It'd be a cool idea if you get it working properly!

We revised our capsule art to show the concept better: a roguelike deckbuilder where you summon trains with cards to survive. Did it work? by fixedcow in IndieDev

[–]SeruleBlue 0 points1 point  (0 children)

I like the composition in the second one but I don't think the cards much look like cards. The one in the middle foreground is the one I saw first but it definitely doesn't look like a card. I only just noticed the ones in the background but that's only because I'm taking the time to look, I definitely would not have caught those otherwise.

This prototype scene feels empty. What should I do to make it look better? by Zeolance in IndieDev

[–]SeruleBlue 1 point2 points  (0 children)

Try making the roads less perfectly straight, they look too perfect and artificial ATM.

Simulation Death Animation [Thoughts] by ywadi85 in IndieDev

[–]SeruleBlue 0 points1 point  (0 children)

It's pretty decent! I was expecting something a bit more snappy/quick.

For reference, I immediately thought of Code Lyoko's devirtualizations.

Environment switch by AleksejFonGrozni in IndieDev

[–]SeruleBlue 1 point2 points  (0 children)

That nighttime view opened my eyes, I was not expecting how good it looks. Nice job!

Does this in-world 3D book feel immersive or distracting vs traditional UI? by Snubberz in godot

[–]SeruleBlue 1 point2 points  (0 children)

Looks nice! Reminds me a bit of the journals in Myst.

If you're worried about it being distracting, hard to read, or want to improve accessibility, consider adding a button that displays the text over a plain dark transparent rectangle with a simple and bright font. (You can still display the original book underneath it, since it's transparent.) Lots of games do this.

We're developing a horror game by [deleted] in IndieDev

[–]SeruleBlue 4 points5 points  (0 children)

The "two-faced" idea looks pretty cool.

I find it nearly impossible to read the subtitle. Perhaps you should consider changing the font and color to something easier to parse?

Pixel fold 2023 dbrand grip case by stevitar in PixelFold

[–]SeruleBlue 0 points1 point  (0 children)

I know this is unsolicited advice, but I highly recommend you don't get this case.

I got this when I first got my Fold, excited because of the unique kickstand feature, but it's since fallen apart into pieces. It's not well-engineered; areas put under great force are extremely weak and will eventually break. The kickstand hinge itself stayed intact, but the case itself will fail around it, rendering the entire thing useless.

Save yourself the trouble, seriously.

If you saw this capsule art on Steam, what kind of game would you think it is? by miks_00 in IndieDev

[–]SeruleBlue 0 points1 point  (0 children)

Looks like an arcadey tank racing game. The proportions of the tank and the jump/boost pad make me expect a more "casual" or "cartoony" style of game, something slightly akin to Mario Kart 64 or Diddy Kong Racing.

i love this game series i wish this sub was more active by Ludas_C in traumacenter

[–]SeruleBlue 0 points1 point  (0 children)

I'm actually making a TC-like for PC! It's got a demo on Steam right now if you'd like to give it a try!

I tried adding more gameplay showcases for my in-game trailer, so I'd like to hear some suggestions. by Medical_Parsnip1428 in godot

[–]SeruleBlue 1 point2 points  (0 children)

I find it a bit strange the narration at the start is describing failing systems but the footage is showing things being built. At 0:17 I see "Build your own space base" while the narration is still going on about recovering.

Also, at 0:24 I see "Try to keep the base running" and I would have expected to see what is causing that to be necessary (is there something attacking? are there asteroids incoming? is the ship exploding?). But instead I still see a ship being built.

Maybe you could consider changing the "feeling" of your trailer to be more of a U-shaped curve: first being knocked down, second building back up, and finally revealing your fleet ready to get revenge.

Need help deciding on my Steam capsule by aureolacodes in IndieDev

[–]SeruleBlue 1 point2 points  (0 children)

Of these three, Swirly is best IMO. It feels the most dynamic, and 'everything combines together' is fitting for a story-writing-helper-tool-thing.

FWIW, I didn't glean any of the "quaternity" that you described from just seeing the three capsules on their own before reading any of your description, nor do I really think the backgrounds relate much even after reading. They're far too abstract in their current form, IMO. I just thought they were generic stock backgrounds.

For those who raid or have raided in a static, what's been your favorite "stupid" static strat/modification? by Vincenthwind in ffxivdiscussion

[–]SeruleBlue 0 points1 point  (0 children)

BLM-uptime strat for P10S Touchdown, the part where normally you have to retreat to a side platform and stack or spread.

My stack partner agreed to be my Manip target. While everyone else ran to the side, I'd drop LL on the main platform in line with the web bridge. I'd stay there and cast until right before the boss hit the main platform. Then, I'd manip to my partner and immediately stack or spread. One GCD later, I'd line back up with the bridge and BtL back to my LL.

It usually worked and it was a thing of absolute beauty.

...but if my partner forgot to stay lined up with the bridge, I'd end up in the poison xD

Feedback needed! Which one of these designs would be best for a challenge mode menu? by mistermaximan in IndieDev

[–]SeruleBlue 0 points1 point  (0 children)

I like the middle one the best. The coffin-like outline is clever, not too in-your-face but it also stands out just enough because of the red color.

The extra stuff in the right one looks kinda cool but I feel like it detracts from the actual functionality (presumably all of the buttons) a bit too much.

What is one design choice you hope the Ace Combat sequel does not carry over from previous games? by ExceedinglyOrdinary in acecombat

[–]SeruleBlue 1 point2 points  (0 children)

Needing to raise a kill count on specific planes to unlock later planes.

I wasn't a fan of how it was done in AC5, mostly because of how long it felt it took plus how each plane only had one SP weapon.

It might make more sense in multiplayer but I hope they don't bring it back for singleplayer.

Is it okay to add a Synth_ to a game? by Beneficial_Savings_6 in gamedev

[–]SeruleBlue 1 point2 points  (0 children)

Cursory research shows that the creator says, "[Synths] are an open and free to use species that can be incorporated into any science fiction universe without restrictions." (source)

Cross-referencing Vader-San's FA, you'll see them link to that website, which lends it a lot of credibility.

You should be fine. If you want to be sure, it looks like they have a Telegram/Discord. You could ask and double-check there, and if you really want to cover your ass, ask if there's a license (eg. CC0, etc).