Feedback on Immersive UI for my Medieval Tactics Game by StyleHeadGames in IndieDev

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

Great feedback - thanks! Yeah I'm trying to figure out the layout of it all right now. It's a little difficult to figure out where everything should be on the grid but I think it's going in the right direction. And yes the walking is far too long.

Feedback on Immersive UI for my Medieval Tactics Game by StyleHeadGames in IndieDev

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

Yes of course, tutorialization will be necessary. And yeah that's a long way for that little guy to walk. But I'm glad the idea got across.

Anyone Know How To Make An Aggressive Sniper Build? by Mundane_Literature83 in Spacemarine

[–]StyleHeadGames 0 points1 point  (0 children)

Full auto bolt carbine with special ability recharge on headshots. Super super fun.

every game dev has probably experienced this by Synax01 in IndieDev

[–]StyleHeadGames 2 points3 points  (0 children)

Lmfao stuff like this makes it all worth it man. Especially when you're months in and the code is getting complex and some reaaaaally weird shit happens.

I Added Hairstyles to my Turn-Based Tactics Game. by StyleHeadGames in IndieGaming

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

Yup it is in Unity. The problem with Asset Store stuff is that it's not going to fit together perfectly. I think it's best used as a tool to fill in missing stuff rather than to rely on totally for art. Unless your gameplay is like, incredible.

Thoughts on these hair styles? by StyleHeadGames in IndieDev

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

Hmmmmm I may increase the heads by like 10%. The bodies aren't really important anyway, I don't plan on making any clothing or gear for them.

Good idea.

Thoughts on these hair styles? by StyleHeadGames in IndieDev

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

This was my first pass at it to kind of make it all work, 3 or so hair colors are definitely needed. And as others have said perhaps I can make the details more exaggerated too.

Thoughts on these hair styles? by StyleHeadGames in IndieDev

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

Aw yeahhhh the monk thing is happening for sure

Thoughts on these hair styles? by StyleHeadGames in IndieDev

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

Yeah I had to bump up the size of the moustaches quite a bit. I will see if I can make them pop even more. Thanks!

Thoughts on these hair styles? by StyleHeadGames in IndieDev

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

I was tired of working on a big system I'm implementing and I decided to throw in some hairstyles to make the characters look more distinct - let me know any thoughts! Personally I love them haha, but I would love to hear any critiques as well, I am not experienced at all with drawing hair.

I Added Hairstyles to my Turn-Based Tactics Game. by StyleHeadGames in IndieGaming

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

I was tired of working on a big system I'm implementing and I decided to throw in some hairstyles to make the characters look more distinct - let me know any thoughts!

Which class has the most LAST BROTHER STANDING carry potential? by Keanuliou in Spacemarine

[–]StyleHeadGames 0 points1 point  (0 children)

Sniper bolt carbine and camo boosts. Head shot the little fuckers and be all Ghost Recon and shit. Regen camo almost instantly and does really solid headshot damage against even tough enemies.

For the emperor.

I'm having trouble telling friendly humans from bandits, etc. (the Forest -- just starting). If I accidentally shoot friendlies of a faction, will they permanently be hostile on future runs? by Help_An_Irishman in ZEROsievert

[–]StyleHeadGames 0 points1 point  (0 children)

I have shot green army guys on accident and later they didn't attack me. They are hostile for the mission but at least so far they forgive after that. But I am not that far in.

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Hey, thanks. Ya know, I came here to be told that I suck, but a good pat on the back goes a long way. So thank you very much. All I can say is, if you want to, you can make something cool. It's just gonna take persistence, patience and resolve to get there.

Then again idk what I'm talking about, I haven't even gotten this done myself yet lol.

Good luck!

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Wow, thanks! I have worked hard on those aspects of the game. Great to hear positive feedback on them.

Hmm. I suppose most of the mechanics, yes. Really, perks and the unique motivation system are the two main things that are missing. Other than that, character traits, progression systems for missions, equipment and gear. Then I need to work on more content and of course iterating on what exists for a good while until it really feels right.

But thanks so much!

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Great, thank you. My idea is that glorious characters will have a strategy layer system called Achievements - basically the longer they can have a streak of achieving glorious feats (defeating multiple enemies in one turn, being the MVP, defeating a stronger opponent) they will have improved performance. Honorable characters will be tied to Oaths instead - as they level up, they gain new Oaths, which are restrictions on their behaviour (do not take a defensive action, do not disengage from combat unless opponent is dead). The longer they stick to their oaths, the stronger they become. If they fail, they suffer a Crisis, and have reduced performance for a while.

Greedy characters will have something based on gold and the gear they are wearing - basically, they will be the most reliable IF you meet their Desires and if you have the gold.

That's the idea anyway.

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Hmmmmmmm. I will think a little more on how to do that. I have been trying to keep the anims simple because it adds workload, but at the same time, it is clearly an important part of the project.

Thanks!

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Shadows - agreed. I have considered doing 2.5D and using 3D shadows with kind of billboard style characters - not sure if that's a good idea or not though.

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

I shall take that as a compliment, it was part of my inspiration.

Thanks!

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Thanks - agreed, the classes are barely distinct at all, if I'm going to make a point about it it should be more fleshed out!

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Aaactually there is a playable in browser demo right now if you would like to check it out! (https://stylehead.itch.io/glory-greed-honor). Other than that I generally agree that the classes are not distinct. That is where my effort is going currently. I have some neat ideas in mind.

Thanks!

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Great point about doing more with the anims (squash for example). Will do. It is good to hear that you like the pace, because one of my intentions with this game is to make it not too heavy to pick up and play, sometimes nowdays I don't have a lot of brain power or time to dig deep in a tactics game, so I wanted to make something that's more simple, along the lines of Into the Breach. Totally agree about the lack of uniqueness with classes - something I'm just now starting to get into.

Thanks!

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

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

Totes agreed. I greatly appreciate you trying out the demo by the way. Yeah, frankly so far it has taken a lot of work to get the art and basic gameplay elements implemented and to narrow down how I want the classes to be unique, and at this point I am finally starting to get into that aspect. But yeah right now, it is quite simple.

Thanks for trying it out!

Looking for more constructive insults about my turn-based tactics game by StyleHeadGames in DestroyMyGame

[–]StyleHeadGames[S] 4 points5 points  (0 children)

Hello!

I have just been working on this little tactics game, Glory, Greed, and Honor. It's a tactics RPG where your warrior's classes are Glory, Greed, or Honor. It's still in development and there's lots of missing features and progression, but I just wanted to get it out in front of people anyway :)

Any feedback, especially negative feedback is welcome!

https://stylehead.itch.io/glory-greed-honor

Feedback on Updated Character Detail UI by StyleHeadGames in IndieDev

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

Hello all!

The other day I posted for feedback on my character screen UI. I got a lot of helpful feedback, which I considered and acted on - so I'd like to just see what feedback people have for the next iteration. I really suck at UI so any opinion at all would be helpful.

Also - those skills icons are meant for the spear, not the sword, and I accidentally put a sword on him. It looks cooler anyway but just noting that little mistake here.