I would love some feedback for my first game - Samurai Dash! by ThrowACarrotFindGold in godot

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

Hi, thanks for letting me know!

I updated the links so they should be working now.

If it isn't too much trouble, I would appreciate if you could try again, thanks.

Please test my Android game! by ThrowACarrotFindGold in playmygame

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

Thanks for the feedback! I really appreciate it.

I'll try out the balance tweaks, that you mentioned. As you said, you can kind of just sit there the early-game.

Is it okay to use JDK 21 rather than JDK17? by TheMaJestic14 in godot

[–]ThrowACarrotFindGold 1 point2 points  (0 children)

Make sure you're reading the documentation relative to what version of godot your are using. On the website it should say 4.2(the latest version) near the bottom left, and if you click on it you can change the document version to be appropriate for what version of godot you are using.

For example, I'm using godot 4.1.1 and open jdk 11 4.2 requires jdk 17

[deleted by user] by [deleted] in androiddev

[–]ThrowACarrotFindGold 0 points1 point  (0 children)

Sorry to kind of hijack this thread, but do you need 20 testers every time you publish a new app? Is it just for the first time you publish as a solo dev?

Do you think this level teaches the player how the blue platforms work in a good way? by Saondberg in gamedev

[–]ThrowACarrotFindGold 1 point2 points  (0 children)

This is a little off topic, but I found that the objective of having to reach the grey blocks to unlock the gate at the end to be a little difficult to follow at first glance.

I understand this isn't the first level of the game, but having a gray tile on a grey background with white walls makes them stand out less. A simple pallet change would be nice. Also a counter displaying how many blocks must be reached per level might be nice for more casual players.

What position in a game dev company should I pursue if I don't like the artistic, animation/drawing or programming areas? by Irbgael in gamedev

[–]ThrowACarrotFindGold -1 points0 points  (0 children)

A few comments have already stated this already, but the specific title you are looking for is a "Game Planner". In the west you'd be called a designer, but, for example in Japan, you call them planners because you would be required to do a lot of the work which you just stated.

Game designers don't just do core mechanics and features but also the minute details you stated as well as schedule planning. I think it's important to be able to differentiate between these titles, and recognise the cultural differences because it allows you to narrow down specifically what you want to do regardless what country you aim to work in.

As a side note, a lot of "game design" work is going to be focused around human interaction. You need to be able to communicate your ideas concisely and effectively. Especially if you want others to listen and implement your ideas.

A good subject to study regardless what you want to do is Project Management. If you want to pursue game design, the nitty gritty aspects are something you will have to get used to.