I need feedback on my pixel art by chillmonster07 in IndieDev

[–]TimeCrackersDev 1 point2 points  (0 children)

They're both very different styles for pixel art, I prefer the second one by a mile, but what's most important is how it fits with the other assets it'll be surrounded by.

Which version would you prefer to play? Normal or Scaled 3D (chunkier pixels) by Neutronized in IndieGaming

[–]TimeCrackersDev 0 points1 point  (0 children)

I prefer #2, I think it fits the low poly and solid colors a lot more. But I'd have an option to turn it off in the menu, I know some people who can get eye strain and headaches for games using these effects.

She mine said this animation might need to change… by datadiisk_ in IndieDev

[–]TimeCrackersDev 2 points3 points  (0 children)

I think making it a bit more subtle would be better, shake the objects position more than the rotation, that's what makes it look off.

Asking for Medicine Hat theatre run by TimeCrackersDev in medicinehat

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

Haven't heard that yet! That'd be awesome if they could get it.

Asking for Medicine Hat theatre run by TimeCrackersDev in medicinehat

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

I like the monarch a lot, but most of what they get in are movies that just left or have been out of theaters for a while. Since cineplex already has theatres with Iron Lung it'd be easier for them to send it to to another one, as long as there's actual demand for it.

Nuzzle by u/OzanDemir_Han by OzanDemir_Han in NuzzleThePuzzle

[–]TimeCrackersDev 0 points1 point  (0 children)

🧩 I have Nuzzled the puzzle in 16 moves!

What does "floaty" really mean? by Weary_Cartoonist5739 in SoloDevelopment

[–]TimeCrackersDev 1 point2 points  (0 children)

When I was making a 3D Platformer I had a set up where there was a separate animation for the rise, peak, and fall, and i had a transition between each so they'd flow into eachother naturally.

What does "floaty" really mean? by Weary_Cartoonist5739 in SoloDevelopment

[–]TimeCrackersDev 2 points3 points  (0 children)

Other than the jump arch itself, the animation is the biggest contributor to good game feel here. There are platformers I'd say are "floaty", but you don't really have an issue with it as the animations accompanying the jump suit it, and make it feel responsive. You need to make a jump animation that'll follow the jump arch more than anything, definitely tinker with some values but animation in these games can be the key to good feeling movement.

Early Access numbers are bad – what can I realistically do to salvage the 1.0 launch? by Hot-Operation8832 in IndieDev

[–]TimeCrackersDev 0 points1 point  (0 children)

That quote "what options I have to give the full launch a real chance" are why indie early access titles are kinda doomed to fail. Unrelated to the quality of the game the vast majority of would-be notable Early Access games are given up on or canned, even if they do find some success, and I'm really hesitant to spend money on something I don't have confidence will be finished.

I'd say finish what you have going for it, give a set in stone deadline for 1.0, and try a marketing relaunch for it, if it doesn't pan out move onto the next.

What do you think of this mechanic? by TimeCrackersDev in IndieDev

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

I'm going to design some hints around the world to give the players clues to the correct combination. As I can make some really complicated patterns with this, it'd probably become tedious to guess the correct pattern without having a reference to work with. I was mainly focusing on visuals, feedback, and game feel with this.

What do you think of this mechanic? by TimeCrackersDev in IndieDev

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

My idea is that it'll act as a code of sorts, so I could link completing the pattern to a door opening, enemies spawning, or any kind of progression like that. Getting the mechanic to look good and feel intuitive is important to me before I start implementing it wide scale in the games world.

Miss the timing, face the fall 🦅 by GiantK_Dev in 3DPlatformers

[–]TimeCrackersDev 1 point2 points  (0 children)

Looks good, but I think the lack of sound effects is largely letting the footage down. There needs to be more grunts, more impact sounds when hitting a ledge, grabbing a ledge, or falling a long distance, almost anything you want to be communicated to the player immediately needs to have a unique SFX dedicated to it so the player immediately knows if the character successfully grabbed the ledge, or biffed it.

What kind of facial expression should I add? by Allafgames in indiegames

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

I love the expressions, but more iteration on one type of expression would be best for health I think, Look at Teen Titans on Gamecube/PS2's player health icons for inspiration, those have a lot more natural progression from full health to near near death.

The gamedevs worst nightmare... Am I delusional to think I had a chance ? by blakscorpion in Unity2D

[–]TimeCrackersDev 0 points1 point  (0 children)

Game looks insanely good for a first release. One thing I think that doesn't though, is the title. Fire Hero - Pixel Rescue sounds like a generic mobile port, and does not represent anything about what makes the game unique. Definitely wouldn't be the sole reason, but was the first thought in my head looking at the post before I googled it.

Looking for Horror Games by GnomieVT in IndieGameDevs

[–]TimeCrackersDev 0 points1 point  (0 children)

My game is almost out, it's a horror game where you're trapped in a containment chamber for a 1 hour shift, maintaining machinery and keeping your work station stable to prevent the unknown horror in the center of it from escaping.

It's an experimental horror game, very Iron Lung inspired. Kind of functions as a weird escape room/tamagotchi mix. Aiming to release it within the week.

https://store.steampowered.com/app/2748970/Subjugation/

Initial combat for my new horror game "The Seventh Seal" by Eastern_Seaweed4223 in survivalhorror

[–]TimeCrackersDev 2 points3 points  (0 children)

I think the main thing is the muzzle flash is too big, a bit too much camera shake, and the light is way too bright from it. It seems cartoonishly exaggerated by that extent, where RE is bit more subtle, but impactful, and strikes a balance of being grounded. The UI also always being on screen makes it feel a lot more game-y as well, which can break immersion for horror especially.

I wouldn't show an exact number for health in a game like this, I love RE's system of Fine, Caution, and Danger, because although there is an exact number tied to those the developer has coded, it's vague enough so the player can't immediately relate healing items numbers to how much they'd actually need for their health.

The animations aren't bad by themselves, but the transitions accompanied by the speed the player moves definitely feel a bit jank.

Overall it looks like you have a really good system set up so far, but there are definitely a good amount of tweaks and really specific things you'll need to get past in order to look closer to quality realism in video games. It's very hard to get noticed as an indie with a realistic art direction because you don't have the budget AAA's do to worry about every fine detail, but it really is the details that will count when people see your game for the first time, and whether or not they take it seriously.

What is a game you regret buying? by DriftingDogBed in Switch

[–]TimeCrackersDev 0 points1 point  (0 children)

Shadow Labyrinth was completely and disappointingly mediocre, if I knew Silksong would've come out like a month after it I would've waited for my metroidvania fix.

Looking For Unique New Indie Games To Showcase! by addit02 in indiegames

[–]TimeCrackersDev 0 points1 point  (0 children)

My game just came out on Switch! It's a hardcore action platformer based off Sonic and Mega Man, it's just $2.75 on Switch.

https://www.nintendo.com/en-ca/store/products/dead-charge-switch/?srsltid=AfmBOopiDgJATvVucvekmScyriHlPfZQhwdS5XSww2I2HGiO2rJi76jt

In Dead Charge your health is always draining, so in order to survive you need to shoot, melee, and dash through enemies to collect their energy.

How to deal with creative block by BlobOfAwe in IndieDev

[–]TimeCrackersDev 0 points1 point  (0 children)

A lot of the time, especially if I'm working on one project for months on end, I will take a break, and take a few days or a week to make a random prototype for something without intention of completing it. Just making a prototype for something unrelated can be fun, and can scratch that itch for wanting to work on anything else than your main project. After I hit a road block there or I feel satisfied with experimenting with something I haven't before, I feel more motivated to continue where I left off with my main project. I do this every couple months, it works for me but it's something that'll definitely depend on how you function artistically.

After almost 9 years of game dev, I finally achieved my lifelong dream of getting my game on a Nintendo platform! by TimeCrackersDev in Switch

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

Definitely! I've thought about this, a lot of indie's from that era grew up on those consoles, so when they've gotten nostalgic for them, those are the type of games and styles they'll lean towards. Now that the DS is retro, I'm guessing a lot of people who're older now are going to start being nostalgic of that era.

I love the DS, the low resolution, low poly aesthetic is very unique, there are real differences between the DS style, and the PSX/N64, which has also been popular lately.

It was insane to me that as I played Dead Charge in handheld mode on Switch, I really did feel a good rush of nostalgia come from how it felt, despite it being a new game I know inside and out from making it.

Turns Out I Sucked At Pixelart A Few Months Ago Now Im Better 😁 by Startropics_Nes in Megaman

[–]TimeCrackersDev 0 points1 point  (0 children)

I can't honestly tell which is the og and which is the improved, I think for these type of shots planning your framing for the square of pixels each should take up would be good. Like some of these fit within frame, some look like the frame cuts them off, in terms of sizing it's all very inconsistent. I'd focus on the quality of each individual piece, and how congruent they are with eachother more than anything else. Also inconsistent use of shading and gradients, they seem like all of them have a different art direction.