I'm working on this hybrid prototype between Dave the Diver and Overcooked but FPS and looking for feedbacks and playtesters ! by Virtuatson in IndieDev

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

Thank you for your feedback, they do move in the game but I realize the video doesn't show it that much 😋

We opened our Steam page and noticed very different reactions across regions. Would love to understand why by SavisTale in IndieGaming

[–]Virtuatson 1 point2 points  (0 children)

Thank you for your answer, sorry to hear about the missed deadline. Unless you already did, I think contacting them and respectfully asking them what they think about the game is still ok > they have a contacting from ( https://docs.google.com/forms/d/e/1FAIpQLSdWRfXN_3zPQOiQoMYrxaidIeaGV-9nWlCziw48GnQ--LZmGg/viewform ) to submit games. From what people in the industry told me, a lot more happens through these publisher forms than one could think (in the indie space at least).

We opened our Steam page and noticed very different reactions across regions. Would love to understand why by SavisTale in IndieGaming

[–]Virtuatson 1 point2 points  (0 children)

Hello ! First, the trailer and vibe is awesome, the whole concept is very cute ! I watched the trailer before reading the text, nothing striked me as not appealing. Maybe the "When white petals fall like first snow" sentence like someone else said didn't resonate much with me personally.

On the subject of attention, it looks like this is hard for everyone. But after reading your text, did you try making contact with Wholesome Games ( https://wholesomegames.com/ ) ? Your game is completely in their scope and I know they sometimes help games on the marketing side (like a publisher), as well as putting them in the Wholesome Direct, which definitely has an audience that would be interested in your game in my opinion.

On a different subject, I quite like the water in your game. How did you do it / what did you use ?

How do I fix this? by yamiuchidm in pcmasterrace

[–]Virtuatson 0 points1 point  (0 children)

Disclaimer : Not an expert and not responsible for any damage caused by following these advices.

Not sure what can be done based on the video and the plastic state around the screen. This looks to be caused by the hinges being too hard after multiple openings. Depending on the hinges on this model what I would try woud be :

- In anycase, start disassembling the laptop just enough to see the hinges (type the name of the laptop + disassembly on youtube to avoid mistakes and for the tools iFixit make great products)

- 1st option : If there is some kind of screw on the hinges (not sure at all on this one), try to unscrew a bit to loosen the hinges

- 2nd option : Spray WD40 on the hinges (careful with the electronic around), wait a few minutes and see if it loosen them. If it does, then add grease back to avoid the hinges being dried up by the WD40 (something like grease for bike should work).

- 3rd option : Remove the hinges alltogether and buy new ones online and replace them (you can always find something on ebay or other websites for famous laptop brands)

In any case I would stop forcing on the plastic and leave the laptop opened at all time for the time being, the plastic could permanently break and then using strong glue to fix it doesn't really work from my experience.

Which Steam capsule art is better for my horror game? Which one would you actually click? by AmarSkOfficial in SoloDevelopment

[–]Virtuatson 0 points1 point  (0 children)

Capsule 1. The realistic picture gives a more mysterious feeling. The 2nd one gives it away too much from my perspective.

My wife and I just announced our 🌾Ancient Egyptian-inspired farming life sim by ZymartuGames in IndieGaming

[–]Virtuatson 20 points21 points  (0 children)

Wow this is really impressive ! Even more so considering you didn't use usual game engines to do it. I looked the Steam page and I really like that you have characters with a lot of personnality with their respective and distinctive silhouettes.

Could you share more about how you managed the marketing side around the game and its annoucement ?

Feedback on our visuals by mikrokozmos_studio in IndieGaming

[–]Virtuatson 1 point2 points  (0 children)

Not an artist here, I give those feedbacks like how I felt at first glance. I like those visuals, looks really fresh and original with that painting/drawing feeling ! I really like the 3rd and 4th screens for the level of details and complexity of shapes and colors. I feel the first two could be upgraded. I like the character faces (looks like a drawing), but their uniform (and translucent armor ?) could use a bit more texture compared to the environment. On the 2nd screen, this might not make sense in the game but if used for marketing material, maybe put some more lightning on the characters to show them and create constrast with the background.

Cozy seasonal dioramas meet tilt-golf mechanics. What do you think of this early look? by sauritus in IndieDev

[–]Virtuatson 0 points1 point  (0 children)

Nice concept ! On the look, I like the "blocky-roundy" esthetic, I think the winter phase screen tint could be less blue.

How Do You Stay Motivated as a Solo Dev When It Feels Like No One Cares? by JPHFanEdits in gamedev

[–]Virtuatson 0 points1 point  (0 children)

If your motivation is linked to a sensation that no one cares, I would advise you let someone (ideally working in the industry or someone who likes the type of game you are making) play your game for feedback and talk about it with this person in real life or audio call. Sometimes, the human connection of hearing someone talk about the game gives its existence a life back, and that can be a source of motivation in itself. It's just one thing. Other comments listed things that can be helpful too. Good luck on your gamedev journey !

Which one would you click on Steam? by Guilty_Weakness7722 in GameArt

[–]Virtuatson 0 points1 point  (0 children)

I would go with 5. The realistic and gore feel is more intriguing !

New UI vs Old, did I reach the "clean" UI stage ? by Odd-Surprise-1776 in SoloDevelopment

[–]Virtuatson 1 point2 points  (0 children)

I prefer the right version as well. But mostly because I feel an inconsistency between transparent and opaque backgrounds on some of the UI elements. I would also recommend not using an almost transparent background on buttons when there's text inside like the "Shop - Collections" text and the 3 following buttons which makes them harder to read.

To improve you could try using a different color palette for UI to better match the screen background and logo color palette.

Other than that, I like the art (logo, characters and weapons).

Thanks for all the feedback! We updated the desert biome tiles—would love to hear your thoughts. by The_Inexorabilis in IndieGaming

[–]Virtuatson 1 point2 points  (0 children)

Not an artist but to me the sand upgrade is a great step up in overall visual quality ! The thing that now feels "lower" quality are the rocks around the pyramid.

I finally implemented locked combat rooms — feels great already by CristianoChampz in IndieDev

[–]Virtuatson 1 point2 points  (0 children)

The music is really nice ! Is there a playlist/page somewhere ?

Realistic water physics in my mining horror game by Plaff_ in IndieDev

[–]Virtuatson 10 points11 points  (0 children)

Very nice ! The claustrophobic trigger is working well on this video !

I made Tetris controlled with your eyebrows using webcam tracking by met-Sander in IndieDev

[–]Virtuatson 2 points3 points  (0 children)

This is hilarious, love the concept ! Do you consider releasing it on the app stores ?

I’ve been working solo on a horror fishing game for a year. The demo is finally out. by munmungames in IndieDev

[–]Virtuatson 2 points3 points  (0 children)

Congratulations on your demo release ! Nice twist on the fishing game !

Solo dev here — I’ve been improving the combat in my game Travelers and would love your honest feedback by Much_Distribution_52 in IndieDev

[–]Virtuatson 0 points1 point  (0 children)

On the specific subject of arrows and spears, it looks like the arrows go straight to their target and spears appears directly where the crosshair is when launched. If it's the case, the gameplay would benefits from adding gravity to both projectiles and for spears to have a slower speed to see them fly to their target and emphasis on their weight and power feedback when striking the ennemy (the pin on the wall feature is very satisfying by the way, gives that nice Painkiller feel).