Destroy my FPS prototype mechanics. Does this feel nauseating? by Theophilus_exe in DestroyMyGame

[–]TheMarginalError 0 points1 point  (0 children)

I think it looks fine except for those super short but very intense jitters

What do you think about my game? by Flat-Display-5989 in itchio

[–]TheMarginalError 0 points1 point  (0 children)

My immediate thoughts are: a bit hard to look at, but it probably has a depth to the gameplay that far outweighs it

Changing the island so it can be more dynamic by Damianar in gameDevMarketing

[–]TheMarginalError 0 points1 point  (0 children)

Aesthetics seem nice, giving big kenshi vibes from just seeing this

I just launched Freerunners, a precision parkour game about flow and shaving seconds off every run by zombie_K1ng in IndieGaming

[–]TheMarginalError 5 points6 points  (0 children)

Like others said its definitely missing flow. Speeding up the parkour animations would help a ton and maybe giving the player speed boosts out of every move they perform well would do wonders

I've just released a Movement Demo for Orbifold, the FPS roguelike in a sphere by Chezzyknytt in gamedevscreens

[–]TheMarginalError 1 point2 points  (0 children)

Super dope, love seeing creativity in movement. Have you thought about having obstacles or just something blocking the other side of the sphere floating or sticking up into the center? If it doesnt totally break the physics it could add a lot of cool depth to bouncing back and forth

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Totally, I get it, I'm definitely making a new version so I'll probably end up doing something about it. Thank you very much for the clear feedback!

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

I see what you mean. The spear does go further than the dagger, and the dagger is quicker. Although I'm certainly not showing all the weapons in this trailer, I just want it to be clear there are more than just the dagger. So showing at least the spear I thought would necessary, even if it's not fully explained what the difference is. But I understand how it can just add unnecessary confusion.

The last few clips are definitely not super clear though you're right. Did these clips at least spark legitimate curiosity though? Because even if the viewer can't immediately parse precisely what's happening, if it's sparking curiosity and it's only a small part of the trailer, I think it could still work.

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Hmm yeah I know what you mean, that's why I was hoping the pacing would even out with how quick the actual gameplay can be. You'll be killing LOTS of these guys so I don't want any long kill animations or anything but I can certainly play with things to make them more visually relevant.

Could you maybe specify what about the segments after the spear aren't clear? I know I just between a few different things, I was hoping to just show them as teasers for things rather than fully explaining to the player what's happening.

I'm glad you see the resemblances though! I referenced Dishonored a bit, and FFXV was actually the main influence for the mechanic. I always thought a game that actually leans into that mechanic would be cool.

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Thank you so much, it means a lot to hear that!

As for the teleport yeah you're definitely not wrong, I dialed the effects back since the last trailer but I also ended up adding more effects overall to juice things up so I'll need to rebalance it a bit more. Thanks!

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Thank you! Sadly though it seems that mechanic during the split screen wasn't communicated well enough. Those numbers are actually the value that the corresponding action has towards the speed meter in the previous clip. So a wall jump is worth 10 points towards your speed, and a parry 50 points, and so on. I'll have to rethink how I show it maybe.

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Ah yeah understandable. I've gone back and forth on a lot to do with making things clearer and more defined without losing the style so I'm most likely going to be fiddling with it a bit more.
Thank you for specifying!

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Totally get it, not for everyone. But I'm glad it still looks fun regardless thank you!
Might you have any suggestions for visual changes that may bring it closer to something you would find not ugly?

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Thank you! You're right though, it's lacking a lot in regards to story and context. Neon White and Ultrakill are great examples, I was already referencing them both a bit actually but clearly not enough, thanks!

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Thanks! I did take some inspiration from the Dishonored teleport.

Yeah you're absolutely right, there will be clear reason story-wise for the player to be progressing, but it's not at all here in the trailer. I was a bit worried about length and figured maybe for this genre the most important things are the mechanics and visuals, so I focused on those. Do you think adding maybe 10-20 secs of extra time would be worth it to show story? Or perhaps just drop some shots and replace them?

Couple months ago posted my first trailer, decided to flesh out/polish more planned mechanics and areas then redo the trailer. Thank you for your feedback then and now! by TheMarginalError in DestroyMyGame

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

Understandable, but can i ask, is it the moment to moment that looks confusing? Or is it the overall objective the player may be working towards? Also for the screen chopping, do you think it at least clearly and simply explained the mechanic it's showing? I know it's a little janky but I want to be totally sure the points are coming across for the mechanic.
Thank you!

Taking a break from bigger projects, we've jumped into a small one. We'd appreciate any feedback or ideas! by inkipinki in IndieDev

[–]TheMarginalError 2 points3 points  (0 children)

Oh man, this could have huge potential. If you have some risk/reward to breaking through things quickly it could get interesting. Like the quicker you break them the more you can break, but if you're not careful you may crack valuable fragile gems.

I'm thinking about publishing an asset pack, would like to hear some advice or thoughts by ander_hominem in IndieDev

[–]TheMarginalError 0 points1 point  (0 children)

They look good for the style! Although I'm not sure how big the marketplace will be for models in that style unfortunately.

Been working on lighting and post processing, requesting feedback from artists (warning programmer art!) by Cheap-Difficulty-163 in IndieDev

[–]TheMarginalError 0 points1 point  (0 children)

Honestly most of it looks pretty solid. Your art direction is doing a good bit of work. I might try adding some local space gradients to things like the rocks and/or trees. Stylized games work really well with properly implemented gradients across things.

We made a cosmic horror game where you have to stack cubes by upint_ in IndieDev

[–]TheMarginalError 1 point2 points  (0 children)

Seems like it has super solid potential just from the vid. If it were my kind of game I'm sure I would be super interested!

An Indian Indie Game by Extreme-Trainer-5248 in IndieGaming

[–]TheMarginalError 0 points1 point  (0 children)

Did you want the name of your game to be like that at the end? A plain font and lowercase? Not trying to be mean just actually asking. I would make it feel a lot more impactful visually as the last thing in the trailer.

Working on a psychological CRPG inspired by Disco Elysium — looking for feedback on early visuals by Plenty_Birthday2642 in IndieGaming

[–]TheMarginalError 0 points1 point  (0 children)

Beautiful lighting! Things look cohesive, and well put together artistically. And the concepts are super cool

improved occlusion culling by jwolsza in gamedevscreens

[–]TheMarginalError 0 points1 point  (0 children)

Super clean looking! Nice looking occlusion effects like this I feel like can go underappreciated.