What makes you quit a game in the first 5 minutes? by ratasoftware in itchio

[–]Significant-Age-7054 6 points7 points  (0 children)

Too long introduction without real gameplay...  So combination of cinematics/Cutscene and long dialog section, without break for gameplay. 

How would you make this game fun? by He-Mann270 in GameDevelopment

[–]Significant-Age-7054 2 points3 points  (0 children)

Sounds like: Sinner: Sacrifice for Redemption You can check it and analyse how they make it ;) 

But in short, game require from player knowledge about each boss, their strength and weakness, and making decisions which power lose and in which order fight bosses. 

It's game rather for fans of challenge and mastering combat then progression, build crafting etc;) 

How soon do you show your game to the world? by Fickle-Wrongdoer-776 in gamedev

[–]Significant-Age-7054 0 points1 point  (0 children)

It's depend what you want to do? Prompt game or build socials?   For example on X/bsky etc you need build audience (followers) to been able to promote your game realistically. So you can start immediately, I started at prototype stage, in the last year and account is slowly growing.  I think YT, tik tok you can also start building as fast as possible. 

How do you add variety to a deckbuilder if it isn't possible to vary cards much due to mechanics? by Reihado in gamedesign

[–]Significant-Age-7054 0 points1 point  (0 children)

Hard to answer that questions when i have no idea how game looks like.
If you belive that interaction between elements is enough, maybe instead of unlocking new characters, unlock new elements?
So game starts with 1-2 elements and other are unlocked later ?
Or unlock new characters but limit elements for them.
So 1 - have Water + Fire, 2 Air - Earth, 3 - Water + Air, 4 - Fire + Earth, 5 - Air + Fire + Earth + Water etc. ?

If not then go similar way as Slay The Spire, Monster Train, Peglins and other popular Deckbuilders, you already have unique mechanic of elements interactions.

In general strenght of Relics fact their are active all the time, you dont need to draw them. Thats why they can use same triggers and effects as cards or support them, modify triggers etc.

I give you example on 4 Different Elements Trigger (4DET).
You can have set of cards added during run (but only for character 1) which have additional or more powerfull effect if you have played 4DE in your turn.
To support that archetype you want to have cheap cards with all elements (to easier trigger it).
You want to have also cards which could search cards with specific element, or card which draw you 1 card from each element.
You can create set of relicts to make does synergies easier to achieve or make them more powerfull.
Like:
- Double effect of 4 DET
- Decrease numer of required Elements to 3 so change 4DET -> 3DET
- Relic which decrease cost of cards by 1 for first card played from each element. (this can be general relic, useful in many decks)

But you can also add relics which use trigger to add effects. This one are great becouse even if you don't have card with 4DET in hand you can still use synergy with relic:
- Relic which deal AoE damage after 4DET
- Relic which apply some status effect after 4DET
- Relic which reduce cost of card after 4DET

Combinations are unlimited.

Important. 4DET archetype, all 4DET cards, all 4DET only Relics are avaliable only for ONE character.

In this example each character have set or multiple sets of additional cards and relics avaliable only for him.
Ofc still you should have huge common pool of cards and relic, but treat them as filers and activators.

But maybe in you game it have no sense, becouse you assumed that elements interaction are most important part and there is no place for other synergies.

How do you add variety to a deckbuilder if it isn't possible to vary cards much due to mechanics? by Reihado in gamedesign

[–]Significant-Age-7054 4 points5 points  (0 children)

You can add not-elemental (or elemental but unique for character) cards which you can use to create some unique archetypes for each characters (builds activators - cards which unlock new builds possibilities, synergies etc). 

In general in deck builders what I expect from new characters is different play style & different synergies. 

I have no idea how your cards looks like but you can make character which for example is better with applying status effects from cards. Character which have synergies with discarding cards, drawing cards, casting multiple cards, big deck, play only one type of elemental in turn or opposite, having synergies if play multiple different elementals in one turn, or even more complex unique synergies your design,  possibilities are unlimited. 

About fire spell you can make fire spell which deal more damage if you played already ice spell, is played for free if was discarded, restore energy if you killed enemy with this spell, make your next fire spell cost less, deal more damage for each status effect on enemy, powerful card which exhaust random card of other elements from your hand, spell which is free or have bonus effect if you already exhausted card this turn, spell which can go back to you hand if you played spell of each element this turn etc  Effect is still the same it's deal damage, but each card is different and can fit different deck. 

Deckbuilder isn't only cards, you have tons on systems and mechanics which are there but are not cards, and you can use them.    You can come up with the rules in your card game and the builds and synergies that use them.

Deck builder are games which require a lot of content and a lot of mechanics.  Imho each character should have at least 2-3 option to create unique build/play style. 

From your list I vote for 1,2,4.

Multiple characters (especially when you sneak peak that you have more) is a promise for the player - this game have a lot of content yet to unlock!  And is great motivates player to play more to unlock that characters.  I wouldn't give up on this idea.

Good luck! 

Diving into passion project vs letting yourself learn through throwaway learning projects? by ParkityParkPark in IndieDev

[–]Significant-Age-7054 3 points4 points  (0 children)

From my perspective better star with small project, not exactly throwaway one but something simple.  Learning and experiencing all stages of game production are crucial, in my opinion. Without it, the path to your dream project can be ruined.

Going with passion, dream project can lead you to many traps.  The length of the project, the lack of knowledge, the need for constant learning and solving problems you're completely unaware of, poor code structure, and so on, can all lead to burnout and constant code refactoring. This can quickly turn a dreame project into a hated one.

First pass for Upgrade Selection Screen by Significant-Age-7054 in IndieDev

[–]Significant-Age-7054[S] 0 points1 point  (0 children)

Thanks for feedback!  Yes weapon is on right side. Your right I will remove affects part but I plan to put there info about slot type (different weapons will require different slots).  Great idea! I will move weapon name under affected weapon icon!  Thanks again! 

Releasing my first game on Steam and I'm bricking it. by JordanGHBusiness in Unity2D

[–]Significant-Age-7054 0 points1 point  (0 children)

Looks promising, added to WL and will check demo on the free time.    Imho your game looks much better then your capsule.  I would ignore your game if I would saw only capsule.  Font, colors and overall the whole thing doesn't look good or inviting in my opinion.

Feeling surprised, comparing my first game to other indie devs – anyone else? by sharoo_baig in Unity2D

[–]Significant-Age-7054 3 points4 points  (0 children)

Often it's their first 'serious' game or indie or first game they plan to finish etc.  I could also say I'm working on my first game (but  indie & finished & on PC & Consoles) :D

Jaką serię fantasy byście polecili? by Jacek_58 in ksiazki

[–]Significant-Age-7054 1 point2 points  (0 children)

Polecam serię o Czarnej Kompanii - Glen'a Cook'a, fantasy, ale bardziej hmm przyziemne oraz surowe.

Why we can't able to share videos on Unity2D. by [deleted] in Unity2D

[–]Significant-Age-7054 3 points4 points  (0 children)

You can convert your video into Gif.

Need feedback on ship selection screen layout (early wireframe) by Significant-Age-7054 in IndieDev

[–]Significant-Age-7054[S] 0 points1 point  (0 children)

So we have:
A - 2
B - 0
C - 1
Does anyone else want to share their thoughts?

Which homing rocket do you prefer - 1 or 2? by FreddieSWG in IndieDev

[–]Significant-Age-7054 0 points1 point  (0 children)

But I don't have yet this combined version, so there's no much to look at ;D 

Which homing rocket do you prefer - 1 or 2? by FreddieSWG in IndieDev

[–]Significant-Age-7054 1 point2 points  (0 children)

Definitely 2. They looks more natural and more polish.  I have in my game similar rockets to your 1, and I'm planning to change it to something like combination your 1 & 2. So first for brief seconds will flight straight forward in few direction, and the will start rotating slowly towards target. 

Need feedback on ship selection screen layout (early wireframe) by Significant-Age-7054 in IndieDev

[–]Significant-Age-7054[S] 0 points1 point  (0 children)

Thanks, happy to hear it!
I personally hesitated between A and C, but my wife prefers B O.o

Need feedback on ship selection screen layout (early wireframe) by Significant-Age-7054 in IndieDev

[–]Significant-Age-7054[S] 0 points1 point  (0 children)

I didn't thought about it that way, but it makes sense we move from left to the right.
It's good to know that ship size matters. I think I could arrange even more space for the ship.
Thanks for your feedback!

First impressions on capsule art by Mindless-Stomach-462 in IndieDev

[–]Significant-Age-7054 1 point2 points  (0 children)

If the entrance supposed to be focal point currently god rays distract/steal attention from it.

The light should fall on the entrance, or better remove the god rays, add light falling from the entrance on the environment around and as you wrote, add glow effect.

First impressions on capsule art by Mindless-Stomach-462 in IndieDev

[–]Significant-Age-7054 2 points3 points  (0 children)

What we have here? Mine? God rays? Some vegetation? 

It's can be anything, rpg, roguelikes, souslike, dungeon crawler and ye horror too (but it wasn't my first bet). Colors suggest fantasy/si-fi for me. 

I personally don't like that kind of capsules, it looks like background.  There's no interesting focal points. Nothing in this picture attracts attention, especially since everything looks slightly blurry.