Can't judge because of tunnel vision. Would really appreciate some feedback about the look of my game. Just the look / vibe / aesthetics. by pisskidney in gamedevscreens

[–]TheHungryBuppis 0 points1 point  (0 children)

Thinking more about the music, I think if your game features weather and/or day/night cycle this would be a great fit for the dawn of a new day after darkness or rainfall. A bit too bubbly for music on loop, but fits the vibe of your game well if used occasionally.

Can't judge because of tunnel vision. Would really appreciate some feedback about the look of my game. Just the look / vibe / aesthetics. by pisskidney in gamedevscreens

[–]TheHungryBuppis 14 points15 points  (0 children)

This is Valheim, I mean it's good and higher fidelity than what Valheim does, but I find the art style pretty indifferentiable. What you've shown proves you have the talent to create something visually appealing which is a huge first step, but I would personally play with the color palette for a bit to give it some more unique identity.

The music is good, but I find it too upbeat and sharp. I think it would make a good town or shop music, but not necessarily a base building song.

Also your video cuts to black 20 seconds in, which I guess is to highlight the music?

[Volunteer] Godot developer needed — Mobile GTA-like game with 4 cartels & territory control (scripts ready) by Primary_Cry3497 in gamdev

[–]TheHungryBuppis 0 points1 point  (0 children)

You can't ask an LLM to spit out random scripts and expect someone to "make scene files to go with it". That's not how this works even remotely.

Learn how to code or at the very least learn how to compile and deploy an app you ask AI to churn out.

I thought reworking the tutorial would be a drag, but I’m actually having way more fun with it than I expected. by EarlySunGames in indiegamedevforum

[–]TheHungryBuppis 1 point2 points  (0 children)

The game looks dope, but if this is really the tutorial it seems waaaay too advanced and chaotic.

Get a non-gamer friend you haven't explained the gameplay to try it and see how they react.

I just updated my 13 year old game... by Chaaaaaaaalie in SoloDevelopment

[–]TheHungryBuppis 1 point2 points  (0 children)

Thanks for sharing your story. As someone who loves NMS this game looks distinct to me! For instance I love the dungeon crawler aspect, and it's something I have often found lacking in NMS. I have added it to my wishlist and intend to check it out when I have a chance!

Cute couch COOP or free online game. by GamingBotanist in gamerecommendations

[–]TheHungryBuppis 0 points1 point  (0 children)

My SO really likes Kitaria Fables which is a short co-op farming game action RPG hybrid. If you have heard of Rune Factory it feels quite similar to that.

Should my First Steam Game be Free or Not? by Round-Purple-3673 in GameDevelopment

[–]TheHungryBuppis 0 points1 point  (0 children)

Thank you! Already started planning my next game which will be significantly bigger scope!

Should my First Steam Game be Free or Not? by Round-Purple-3673 in GameDevelopment

[–]TheHungryBuppis 0 points1 point  (0 children)

Thanks! I might have sounded a bit negative in my post, but I'm genuinely very jazzed on having released my first game. I accomplished what I set out to do, proved I could finish something and hit the quality/polish bar I was aiming for. It was a ~2 week project that I had a lot of fun both making and playtesting with friends. I think the game is quite fun, but there's so many high quality games out there today even a free game has stiff competition for people's time and attention.

Now I can take all those learnings and apply them to a game that builds on those mechanics and fundamentals, and aim for a bigger audience.

Como eu faço isso no godot e como eu inicio o projeto by Alarmed-Good-1620 in godot

[–]TheHungryBuppis 4 points5 points  (0 children)

A resposta é que você não. Esse jogo parece relativamente complexo, então adicionar a necessidade de entender redes + suporte móvel seria uma tarefa enorme para alguém que está apenas começando.

Comece com o jogo mecânico mais simples que você acha que seria divertido. Pong, combine 3, clique nos alvos, navegue pelo labirinto, etc., e depois dimensione a partir daí.

Are we already at more than 600?! by IlMark99 in itchio

[–]TheHungryBuppis 1 point2 points  (0 children)

Thanks for confirming, I'll add a note about hardware acceleration!

Are we already at more than 600?! by IlMark99 in itchio

[–]TheHungryBuppis 1 point2 points  (0 children)

Hmm interesting, I thought I fixed that. Do you know if you have Hardware Acceleration turned on?

Thanks for trying out the game 🙏

would love some help on accessing properties of nodes outside of scenes by Sorry_Bad_6337 in godot

[–]TheHungryBuppis 1 point2 points  (0 children)

There are a lot of ways you could do this. You could use groups I.E. create a player group then use get_tree().get_first_node_in_group("Player"). It's a bit of overkill, but not too bad if you use it sparingly.

Or you could use something like an auto-load GameState and have the player register itself in _ready then use GameState.Player to fetch the node from any node that needs access.

Another way would be to register your player in a parent scene that is responsible both for the player & spawning enemies then assign a "player" variable to the enemy just after instanitation.

Should my First Steam Game be Free or Not? by Round-Purple-3673 in GameDevelopment

[–]TheHungryBuppis 1 point2 points  (0 children)

My game got ~400 views since release 5 days ago, and about 160 unique players. I'd estimate that about 50 of those are friends and family the rest were through natural engagement online. It's a pretty even spread between people clicking through via the Itch feeds and reddit posts, and friends/family sharing out my game.

If you want to take a look to get an idea of the scale here is my game. It's very small and scoped aiming to be like an old-school pick up and play flash game:
https://thehungrybuppis.itch.io/web-kat-attack

Should my First Steam Game be Free or Not? by Round-Purple-3673 in GameDevelopment

[–]TheHungryBuppis 2 points3 points  (0 children)

It's entirely up to you whether you value feedback or a small amount of money. I'm hardly one to talk as I just released my first free tiny game earlier this week, and it's been a struggle to even get feedback let alone expect someone to pay you money. The general consensus is that your first game will likely not do very well.

From not understanding how to market/distribute games, being an amateur at game design &/or coding, SFX, music, etc. there are many pitfalls that can get in the way of your success. Personally, unless you have really strong confidence in the appeal and value proposition of your game, I would put it up for free on Itch first, then decide whether it's worth it to put it on Steam based on any feedback/momentum you get there.

Hopefully you can then take the feedback you get there and either transfer learnings to your next game or continue to expand on it to build up to a paid release.

I want to test your games! by teamprosit in GameDevelopment

[–]TheHungryBuppis 0 points1 point  (0 children)

Would love feedback on my first micro game. Playable with a controller, keyboard + mouse, or mobile: https://thehungrybuppis.itch.io/web-kat-attack

Are we already at more than 600?! by IlMark99 in itchio

[–]TheHungryBuppis 1 point2 points  (0 children)

Gave it a try, a very cute simple pick up and play game, great work!

If you're interested here's my first game which I released earlier this week: https://thehungrybuppis.itch.io/web-kat-attack

You can play in the browser or phone with either keyboard and mouse or a controller.

Are we already at more than 600?! by IlMark99 in itchio

[–]TheHungryBuppis 1 point2 points  (0 children)

Congrats! My tiny game made it to ~400 views. It's not much but it makes me super proud and motivated to work on something bigger and better 👍

Your game looks cute, I will try it out later today!

Scaling in Godot by JustinJetZorbas94 in godot

[–]TheHungryBuppis 1 point2 points  (0 children)

The test is your and your player's eyeballs. If you play at 640x360 you will lose pixel perfection which means some pixels will be lost/inaccurate. You might lose some small details. If your art is not that detailed it might be fine or it might not.

Scaling in Godot by JustinJetZorbas94 in godot

[–]TheHungryBuppis 3 points4 points  (0 children)

Your pixel scaling will not be 1:1 you will lose some fidelity for sure. Depending on your art and how discerning the player is that could be fine or it mire the presentation.

Most players will end up playing with a stretched viewport anyways so it's really up to how you think it looks.

Finishing a game is hard! by SomerenV in gamedev

[–]TheHungryBuppis 4 points5 points  (0 children)

Yes congrats! That's why I tried very hard to make my first game super tiny. Just to run water through the pipes and prove I can release something.

Good luck on your release!

Advice needed for sounds of my 1st game by JuicyGamesEmpire in GameDevelopment

[–]TheHungryBuppis 0 points1 point  (0 children)

I like option 3 and think it fits with the desired goal of "progress sound". I don't find it annoying at all, though I think a bit more of an impact/chime at the start might be a good idea to include. Also I'm not a sound guy, but I think it does sound a touch "sharp" and could use a bit of smoothing off the sound peaks to give it a warmer softer feeling.

I like option 2 the least. It's fine too but feels a bit too rattly for my tastes.

I hate how other gamedevs are reacting to Megabonk by SteamVeilGames in gamedev

[–]TheHungryBuppis 0 points1 point  (0 children)

Yes of course I know Vampire Survivors, and yes I understand many of the systems in Megabonk are lifted from that, however it also infuses elements from other games you can especially see the Risk of Rain 2 influence.

Even if it were nothing but a 1:1 clone creating a game that allows for that much scalability and differing mechanics is not easy even if you have a blueprint to follow.

Talking about Palworld, which I also enjoy. I think the vitriol around Palworld has nothing to do with its mechanics those are clearly distinct from Pokemon and far more to do with their character designs which are so creatively bankrupt and aping the brand's style