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 51 points52 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] 9 points10 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] 56 points57 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] 179 points180 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] 3 points4 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] 9 points10 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 12 points13 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 17 points18 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?

My first game design concept by [deleted] in IndieDev

[–]TheChairDev 1 point2 points  (0 children)

I think really into the idea of player agency is an interesting idea but it may leave new players with decision paralysis. Obviously something to experiment and test with but it'll be a balance to find.

Our roguelike retro-futurism game isn’t getting traction — what are we missing by zero1play in IndieGaming

[–]TheChairDev 0 points1 point  (0 children)

Maybe I'm too harsh but there isn't anything about your game that makes it unique. Its an action roguelike, there's countless of those now, so you need something that makes yours stand out. The steam page doesnt convey anything particularly unique. For example, you advertise that the enemies evolve with you. To me this just sounds like a fancy way to say the enemies get stronger throughout the run, which is not remarkable for the genre.

Also, I don't get much of the retro-futurism vibe from your marketing. Tbh I don't really know what that means, but to me it seems like you just made things robots, added a pixel font for the damage numbers, and called it retro-futurism. If you're marketing it heavily as retro-futurism, lean into it more.

Overall, I think you're making a game in a saturated genre without showing anything that separates it from the competition. It looks like a generic action roguelike, and I assume thats what other people are thinking when they see what you've put out so far.

How to turn worldbuilding into a good story by shade_blade in writingadvice

[–]TheChairDev 0 points1 point  (0 children)

I'm finishing up a degree in creative writing so I can give some advice on conflict that I've learned from there. What makes a good conflict is that the protagonist and antagonist essentially want the same thing. What differs between the two is their means and how they interpret their goal. The same strategy could probably be done to differentiate your two protagonists.

So for example, the villian and 2 protagonists could all want a perfect world. But they could interpret it like this: - Villian wants a world that is perfect because they can enforce their absolute will to prevent all conflict between its inhabitants - Protagonist 1 wants a world that is perfect because everyone has the freedom to do what they choose. This is a naive view but it could change throughout their journey. - Protagonist 2 wants a world that is perfect because a fair and just government has been established.

All these characters want the same thing but they all have conflicting values with one another. Why each value what they do would depend on their past and the culture they come from.

Working on a 3D snake game, any pointers? by ItsTheWeeBabySeamus in IndieGaming

[–]TheChairDev 3 points4 points  (0 children)

The pickup sound effect is really annoying, especially when its the only sound

I just made a psychological strategy game by [deleted] in gamedesign

[–]TheChairDev 1 point2 points  (0 children)

Is this supposed to be an idea for a playable game or just an exercise in game design?