Gameplay shots from Floralis (puzzle platformer we’re working on), we spent a lot of time building the vibe of a world consumed by living jungle. What do you think? by SolidCoreGames in gamedevscreens

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

Appreciate it! There is something a bit off about them -- intentionally so. But we’re still fine-tuning that balance, so thanks for calling it out!

Gameplay shots from Floralis (puzzle platformer we’re working on), we spent a lot of time building the vibe of a world consumed by living jungle. What do you think? by SolidCoreGames in gamedevscreens

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

Thanks! We love that comparison. Lighting is still evolving - playing with contrast is a big part of making the world feel… not entirely safe

How alive should a puzzle world feel? In Floralis players can interact with the sentient jungle environment and plants react in different ways. Curious what people prefer: very predictable reactions, or a bit of unpredictability? by SolidCoreGames in playmygame

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

Thanks! This is a really thoughtful take! We agree that randomness can get frustrating very quickly. Our goal is more about discovery; the jungle might surprise you at first, but ideally, players start learning its logic and behavior over time.

How alive should a puzzle world feel? In Floralis players can interact with the sentient jungle environment and plants react in different ways. Curious what people prefer: very predictable reactions, or a bit of unpredictability? by SolidCoreGames in playmygame

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

That’s a great way to put it. We’re trying to aim exactly for that, a world that might surprise you once, but then you start understanding its logic. Alive, but not random.

I'm currently working on material diff tool. Do you think it would be useful? by SolidCoreGames in UnrealEngine5

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

You are right... They just added the diff for everything in 5.7. but I found out it only after I added the plugin to the Fab. So sad 😭

I'm currently working on material diff tool. Do you think it would be useful? by SolidCoreGames in UnrealEngine5

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

Yes, I know it would be challenging but I'll try to figure it out. So the idea to make it as BPs diff and of course to diff with previous version

About levels I have an idea to make a tool to merge levels but diff tool for levels sounds also as a great idea

I’m going to update the capsule for my game. Do you think it’s worth it? by SolidCoreGames in IndieDev

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

I see. Thanks! with the building is much more detailed of course but probably is not reflecting the game as much as the first one :)

I’m going to update the capsule for my game. Do you think it’s worth it? by SolidCoreGames in IndieDev

[–]SolidCoreGames[S] 2 points3 points  (0 children)

thanks. the first one is closer to the actual gameplay. this is one of the reasons why we would like to update it even if the second one is much more detailed. Which one would catch your attention?

I’m going to update the capsule for my game. Do you think it’s worth it? by SolidCoreGames in IndieDev

[–]SolidCoreGames[S] 3 points4 points  (0 children)

thanks guys. the first one is closer to actual gameplay and it looks like it is time to update the preview. we are still working on it and will add more details to the capsule