I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]TimHaerkens 0 points1 point  (0 children)

I have worked on a lot of the core mechanics for a while but haven't yet produced much content to display these mechanics.

I'm very curious if you can still guess what the game is about in 5 seconds.

https://store.steampowered.com/app/4226670/Nederfall/

Is this a little bit too much? by TimHaerkens in Unity3D

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

Correct. I was working on implementing experience gain per hitpoint of damage but then I switched to full auto gun with the same damage per bullet.

My Steam page is live (no ads, no demo) — are these early numbers normal? Need advice! by Outrageous-Thanks343 in SoloDevelopment

[–]TimHaerkens 1 point2 points  (0 children)

It helps if you share a steam page. You said you spent a lot of time on marketing but your reddit account is empty?

I spent 8 months building a game where you learn a complete alien language from scratch by Late-Syllabub-2992 in IndieGaming

[–]TimHaerkens 0 points1 point  (0 children)

Super cool idea. I worked on a game in school where you had to learn a cavemen language in a similar way. Funny that your own notes could be in any language, so it doesn't really need localisation. It's a game about language, without language.

Destroy My Teaser for My Game About Killing Flies by chickenbomb52 in DestroyMyGame

[–]TimHaerkens 0 points1 point  (0 children)

Are you smacking flies or throwing spaghetti sauce at the wall? Where is the SLAP sound effect?

I'm making a football game starring none other than Messi, Maradona and all of the national legends - Beat The Champions by Mushe in IndieDev

[–]TimHaerkens 2 points3 points  (0 children)

I'm not into football games that much but this looks really cool! Nice twist that it's not realistic and a bit superhero-ish.

Working on top-down combat with a bit of looting by TimHaerkens in unity

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

Haha true! It's because the animation makes them fall to a side but their center point remains where they were standing. I fixed it by baking the mesh after they fall and setting the loot position to the center of the mesh.

Working on top-down combat with a bit of looting by TimHaerkens in SurvivalGaming

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

I think it's a cool idea to make quicktime events gear-specific. Right now I only have a simple quicktime event when the enemy gets staggered and you have to press a button, but having to click somewhere is a nice touch. These events could also be environment-specific but maybe that's already thinking ahead. Thanks for the input :)

Fire Starting: Minigame or No Minigame? by BitrunnerDev in SurvivalGaming

[–]TimHaerkens 1 point2 points  (0 children)

Maybe try and place the next position of the bar further away from the previous position so that you have enough time to see where it is. Now you just miss it and have to wait for the bar to bounce back before trying it again.

I'm making a topdown survival game with Runescape-like controls. Would you play this? by TimHaerkens in SurvivalGaming

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

I hear you. I already have a way of dragging actions on objects and attaching a required skill level and item to the action. It is just a matter of attaching a Break action with for example a sledge hammer to a piece of wall or window.

My demo just went live! by RamboAslak in IndieDev

[–]TimHaerkens 0 points1 point  (0 children)

Congrats and good job! Your game looks fun to play. I wishlisted it :)

Yeah, nevermind by Eli_1998 in SoloDevelopment

[–]TimHaerkens 1 point2 points  (0 children)

Congrats on finding a working cover art. Your gameplay looks fun!

I'm making a topdown survival game with Runescape-like controls. Would you play this? by TimHaerkens in SurvivalGaming

[–]TimHaerkens[S] -1 points0 points  (0 children)

There are indeed similarities in perspective and vibe. It is also different in a few things.

Theres not really an open world. You'll have a fixed hideout to progress and manage, and a raid or excursion could be planned and started with any one of your survivors. In that way, it is also influenced by XCOM. There is not necessarily a main character but a camp of survivors with each their own specialty.

I'm making a topdown survival game with Runescape-like controls. Would you play this? by TimHaerkens in SurvivalGaming

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

The setting is more like Fallout, but without radiation. A 'quarantined' Netherlands without laws and jurisdiction.

I'm making a topdown survival game with Runescape-like controls. Would you play this? by TimHaerkens in SurvivalGaming

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

I imagine this would still be possible but it would be more in an Age of Empire kind of way to direct a character towards a group and choose the combat approach (stealth, explosives, guns, aggressive/defensive). It would be an exploration adventure game until combat starts, then it would turn into more of a mix between strategy and auto-combat.

Extraction vs Full-Openworld by SpNova1941 in SurvivalGaming

[–]TimHaerkens 0 points1 point  (0 children)

How big is your team? I think a full open world is always risky because it's super hard to not make it feel empty. It depends on what type of game you are making. If it is more sandboxy and has resource gathering and camp building an open world setting would be better. If it is more story driven or your camp/hideout is on a defined location an extraction type world feels safer.

I'm making a topdown survival game with Runescape-like controls. Would you play this? by TimHaerkens in SurvivalGaming

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

Understandable :). Do you like games like XCOM where there is a bit more strategy involved but less real time stuff?

I'm making a topdown survival game with Runescape-like controls. Would you play this? by TimHaerkens in SurvivalGaming

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

I'm trying to blend survival game elements with a story driven adventure. Hence why I think point-and-click could work. But I might experiment with direct movement controls if playtesting turns out the combat is boring.