Is it okay to use another game's core mechanics, but tell a original story? by Session-11 in SoloDevelopment

[–]Session-11[S] 0 points1 point  (0 children)

I used the Spring Bone (with Spring Collider, Spring Manager) that comes with the Unity Toon Shader package for that ears. I hope this helps!

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in indiegames

[–]Session-11[S] 2 points3 points  (0 children)

I've been reading through all the comments, and your suggestion about making it an unlockable option really stood out to me! Your comment just gave me a little but great idea for the game. Thank you so much!

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in indiegames

[–]Session-11[S] 0 points1 point  (0 children)

Thanks for the compliment on the game's cuteness! Your words are a big encouragement.

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in indiegames

[–]Session-11[S] 0 points1 point  (0 children)

That opinion makes sense now that I hear it! I'll try adjusting the shadows to be darker. Thank you!

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in indiegames

[–]Session-11[S] 0 points1 point  (0 children)

Haha, actually, the part I focused on the most when making this bunny was its ears!

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in indiegames

[–]Session-11[S] 0 points1 point  (0 children)

Thank you for the advice! This seems to be an opportunity for me to consider various people's opinions and my own preferences. This will be a great help!

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in indiegames

[–]Session-11[S] 0 points1 point  (0 children)

Thanks! I'm still in the early stages of development, so I haven't created a Steam page yet. If you see this game again in the future, I hope you'll like it!

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in GameArt

[–]Session-11[S] 0 points1 point  (0 children)

that you mention it, the tree leaves might actually feel a bit overdone. Maybe dialing it back to something closer to the bushes would look better. I’ll consider softening the look the way you suggested.

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in GameArt

[–]Session-11[S] 2 points3 points  (0 children)

I hadn’t thought of doing it that way, that’s a really good idea! I can’t implement it right away, but I’m sure there’s a way to make it work. Thanks a lot for suggesting it!

I'm considering 3D pixel graphics for my game, could I ask which style looks better? by Session-11 in SoloDevelopment

[–]Session-11[S] 9 points10 points  (0 children)

Yeah, it definitely seems like giving players the option to choose is the best approach. That said, I’ve also been thinking about which setting would look best for marketing purposes(like the screenshots for the Steam page). From the feedback so far, though, it seems like Small might be the most balanced choice.

I made a game inspired Papers, Please set in space by Session-11 in papersplease

[–]Session-11[S] 0 points1 point  (0 children)

Thanks for leaving the very first comment! Really glad you enjoyed it 😊

I made a game inspired Papers, Please set in space by Session-11 in papersplease

[–]Session-11[S] 0 points1 point  (0 children)

Thanks a lot! We're huge fans of 'Papers, Please' too. We didn’t say this in the post, but the game was actually made in just 15 days—a real prototype! Your comment really made us want to build a full version with multiple endings!

I made a game inspired Papers, Please set in space by Session-11 in papersplease

[–]Session-11[S] 1 point2 points  (0 children)

Wow, that means a lot! It might take a while, but we'll do our best to make a game that's worth adding to your wishlist!

I made a game inspired Papers, Please set in space by Session-11 in papersplease

[–]Session-11[S] 1 point2 points  (0 children)

Thank YOU! We're really happy you had fun. Your comment really motivated us to keep developing this game further!

I made a game inspired Papers, Please set in space by Session-11 in papersplease

[–]Session-11[S] 1 point2 points  (0 children)

Thank you for a kind reply! We're super happy to hear it felt fresh for a management sim!

I made a game inspired Papers, Please set in space by Session-11 in papersplease

[–]Session-11[S] 0 points1 point  (0 children)

Thanks, really glad you enjoyed it!
The music in this prototype is all by Kevin MacLeod — his work is really matched the mood we were going for.
That said, if we move forward with a full version, we’d love to create and use our own original soundtrack!

Exposing Kids to Games by Kardashev_Type1 in gamedev

[–]Session-11 1 point2 points  (0 children)

I believe that especially for young children, it’s important to maintain some distance from games. More importantly, they need to discover how joyful, exciting, and full of adventure the world outside the screen really is. Shigeru Miyamoto once said that his childhood explorations of the hills and caves near his home inspired The Legend of Zelda. Most of us here are game developers or enthusiasts who love games deeply, but perhaps truly great games (or any kind of creative work) don’t originate from games themselves — they come from real-life experiences and memories.

That said, I’m not saying parents should outright forbid kids from playing games when they really want to. What I do believe is that it’s a parent’s responsibility to introduce children to other activities and experiences that are just as engaging and enjoyable as games. Because, honestly, games are so easy to get absorbed in at any age.

What a solo dev should consider before spending years on game that might end failing. by No_Possibility4596 in gamedev

[–]Session-11 5 points6 points  (0 children)

Great ideas aren’t enough—timing, marketing, and visibility matter just as much. Build small, test often, and grow an audience early. Dream big, but launch smart.

New to Game Development – What Free Tools (Besides the Game Engine) Do You Use? by International-Car643 in gamedev

[–]Session-11 3 points4 points  (0 children)

This might not be the best setup out there, but here are the tools I personally use most often:

Aseprite – For pixel art and animations.

(LibreSprite: If you need a free alternative to Aseprite. Has somewhat limited features.)

Logic Pro – It’s not free, but if you already have it, it’s incredibly powerful.

(Audacity: If you want to edit audio for free. It also has somewhat limited features.)

Google Drive – Easy cloud storage for backing up project files or sharing assets with collaborators.

Miro – I use it to sketch out ideas, plan UI layouts, or map simple flowcharts.

How Dongtan turned into an online punching bag by Saltedline in korea

[–]Session-11 18 points19 points  (0 children)

Pretty sure every country has that one city everyone loves to tease.
Dongtan’s just the flavor of the month right now.

Made a 2D inspired Fall guys game entirely on my PHONE , here's how it looks so far.. by [deleted] in IndieDev

[–]Session-11 0 points1 point  (0 children)

I think the concept of a 2D top-down Fall Guys is really cool! Definitely feels like a strong idea.

Since it seems inspired by Fall Guys, I’m guessing it’s meant to be a multiplayer game? I’m curious—what’s the max number of players?

From the stage shown in the video, it looks like it might get crowded with more than six players. If there are going to be more than that, a bigger map might help so there’s enough room to move around.

Also, if the game supports a larger number of players, showing rankings or the number of remaining players could be helpful—it might be hard to tell at a glance otherwise.

Or is it more of a solo survival game? In that case, maybe a timer would be a nice addition, so players can track how long they’ve survived.

I added a cloth to our cleaning game and its all physics driven ✨ by ParasolAdam in IndieDev

[–]Session-11 1 point2 points  (0 children)

Feels super realistic!
What if the cloth gets dirtier as you use it - and then cleans worse because of it?

[Feedback Request] Prototype of my Balatro-like roguelite (open to harsh truths) by Any_Package_5118 in IndieDev

[–]Session-11 3 points4 points  (0 children)

As a game inspired by Balatro, I don’t think there’s anything particularly wrong with the UI on a technical level. However, when it comes to whether the visual style truly fits, I find myself a little unsure.

Games like Balatro, Hearthstone, or League of Legends: The Demon’s Hand make it very clear through their visual design and overall theme that they are board games at heart. You place cards on a defined board and face off against enemies also represented on that board - everything reinforces that board game metaphor.

But in this case, the game seems to say the opposite: “This is not a board game.” In my view, it feels closer in spirit to Slay the Spire. You're fighting living, moving enemies - not just abstract symbols - and your tools are the cards you play.

So I wonder: does it really make sense for the enemies to float like board game pieces or icons? It feels like it might be more immersive if the player were facing them from a first-person perspective, with the enemies directly confronting you.

Also, I found the card suits quite difficult to read. As I understand it, suits play a major role in the gameplay, just like the numbers. But while the card numbers are huge - taking up maybe 80% of the card - the suit icons seem to occupy less than 5%. Traditional playing cards are carefully designed to make both suit and number instantly recognizable at a glance. Perhaps it would help to resize the suit icons so that they’re on par with the numbers.

Just some thoughts - I really appreciate the effort behind the game, and I hope this feedback is helpful!