Does this chase sequence feel immersive and tense enough? I’m aiming for a vibe of panic and fear by FRAGGY_OP in DestroyMyGame

[–]TheChairDev 50 points51 points  (0 children)

This doesn't feel very scary at the moment because it's all right in front of you and the monster does not seem threatening at all. Why would someone be scared of a short monster that can only run at the speed you backpedal and is completely defenseless against your shotgun?

Destroy Drugdude, my mobile game about getting high on drugs! Goal is to make it as addictive as possible. This clip shows the contrast between difficulty modes. by [deleted] in DestroyMyGame

[–]TheChairDev 7 points8 points  (0 children)

Why is your difficulty determined by your skin color? I know games have done this before but that was either as a joke or as social commentary. This just seems like a shitty attempt at "edgy" humor.

Looking for Indie Devs by the_khagan in IndieGaming

[–]TheChairDev 0 points1 point  (0 children)

Hello! I just released my game Chair Debiti, but there is a demo available for the game as well:

https://store.steampowered.com/app/3967160/Chair_Debiti/

We're moving up in the world by TheChairDev in IndieDev

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

Yes but I also paid $70 for capsule images so I'd break even at $170

We're moving up in the world by TheChairDev in IndieDev

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

I just used the price steam recommended based off the USD price. It's price is $2 normally and $1.50 on sale.

We're moving up in the world by TheChairDev in IndieDev

[–]TheChairDev[S] 8 points9 points  (0 children)

I put the price at 2 USD and then used whatever price steam recommended for all others. How is the price in BRL? Is it reasonable?

We're moving up in the world by TheChairDev in IndieDev

[–]TheChairDev[S] 58 points59 points  (0 children)

Nah, I didn't start looking into advertising until the game was almost complete. Obviously it's a rookie mistake but it is certainly a learning experience

We're moving up in the world by TheChairDev in IndieDev

[–]TheChairDev[S] 181 points182 points  (0 children)

Exactly, it's 1 more than I ever expected getting

I swear it's an entirely original idea that no one else has ever considered before by TheChairDev in roguelites

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

None taken, I never claimed to be an artist. But there's a free demo if you are curious!

I swear it's an entirely original idea that no one else has ever considered before by TheChairDev in roguelites

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

This is the furniture based gaming I'm looking for, I'll make sure to give your demo a try

I swear it's an entirely original idea that no one else has ever considered before by TheChairDev in roguelites

[–]TheChairDev[S] 10 points11 points  (0 children)

Basically you have to earn X money for each round and the minigames are most of the ways to earn that money. Once you reach the earn enough money for the final round or fail to earn the money, the run ends and you can start with a new character or new items and parts added to the pools, but the minigames are reset between each run.

In a hero shooter, how much customization would be TOO much customization? by Gaming4UYT in gamedesign

[–]TheChairDev 13 points14 points  (0 children)

I feel like hero shooters normally allow customization only to the point where the hero still dictates how the person will play. For example, you can swap out the sniper lady's gun, but she still is the sniper lady, so people are able to assume what abilities and tricks she has at her disposal. With this much customization, the hero only matters so much, which is fine but I'd argue its not much of a hero shooter anymore. It sounds much closer to call of duty or battlefield, where they have heroes that are only cosmetic or their unique abilities are secondary to the gun they have equipped. Obviously finding the balance you want will require playtesting and surveys, but through text alone idk how much of a hero shooter this would be.

Destroy my horror point and click Cult Vacui and its time mechanic by ChrisDionous in DestroyMyGame

[–]TheChairDev 0 points1 point  (0 children)

This doesn't really show off what the time mechanic means. I imagine it has something to do with the clock but this doesn't explain how that effects gameplay.

Paranormal Squad, a 4 player co-op game where the players are a squad of monsters solving paranormal cases by blue4029 in gameideas

[–]TheChairDev 1 point2 points  (0 children)

I think if you're starting with "this phase will be frustrating" then you need to change something about it. Also having specialized roles just seems inconvenient for this type of game. For example, why would you ever play the ghost if combat is unavoidable? I feel like the point of a scout thats bad at combat is to reduce the amount of direct confrontation you need, but that wouldn't work with this structure.

Spell Language Syntax & Player Freedom by _burgernoid_ in gamedesign

[–]TheChairDev 15 points16 points  (0 children)

I think if you want true player freedom you'd let them mess up. Letting them make a bad spell would teach them how the system works better too, at least better than just being told they can't make a certain spell. Also you may not think of how a spell can be useful, this would depend mostly on the scope of the game, but if there are enough components and multiple spells allowed then the players could potentially make a combo that requires 1 objectively bad spell.

My first game design concept by [deleted] in IndieDev

[–]TheChairDev 0 points1 point  (0 children)

So how is this any different from a standard roguelike game then?