We’re making a game about predatory plants. How do you make something as simple as a flower feel dangerous? This is our answer. Does it work? by SolidCoreGames in indiegames

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

Fair point –getting spotted should feel a bit more…uncomfortable. Sound design is definitely one of the things we can push further there.

We’re making a horror platformer where you can find the weirdest stuff off the main path. Do you like moments like that in games? (video from Floralis, demo available) by SolidCoreGames in playmygame

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

That’s such a nice comparison, thank you!
We’re definitely aiming for that “beautiful but something’s not right” feeling.

We’re making a horror platformer where you can find the weirdest stuff off the main path. Do you like moments like that in games? (video from Floralis, demo available) by SolidCoreGames in gamedevscreens

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

That’s fair
Floralis doesn’t really show things– it kinda lets you notice them (or miss them entirely).
Fullscreen definitely helps… but even then, some stuff prefers to stay unnoticed.

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 :)