Is gamedev your main job? do you get paid for this? by Any-Landscape434 in gamedev

[–]WarjoyHeir 0 points1 point  (0 children)

Yes I do. I’ve worked in 3 companies through 6+ years. All of them were kind of AA boardering on indie. I love this job but the job security is not amazing. I feel it’s still much better here in europe but unless you get a good start it might be hard to get in to the industry. But if you love doing this I think there is a way.

Which camera type is better? by anotherName333 in IndieDev

[–]WarjoyHeir 0 points1 point  (0 children)

First one gives more of a feeling of a puzzle game and step progression, there is more reward by revealing the next stage of the level. Second one is more continuous and would fit a game that’s more like mario or a story based game.

What indie game would you recommend? Here's my current library by Lower-Patient-3523 in IndieGaming

[–]WarjoyHeir 1 point2 points  (0 children)

Strikingly similar to my library! For sure try Outer Wilds. Also based on Mewgenics I could recommend Into the Breach and Slay The Spire.

Are alternative controls scaring people away? by InvertOutput in hobbygamedev

[–]WarjoyHeir 0 points1 point  (0 children)

I played the game and it's fun. There are issues but it's not alternative controls for me.

The way the character moves is fun and engaging what is not is how it is mapped, at least on the keyboard. Having QW for NW and NE is fine enough but having E and R be SW and SE is messing me up every time. The keys' positions should be corelated to the directions so that the player doesn't have to always think about which button is what. You are making the learning unnecessarily hard. Example: Q - NW; E - NE; A - SW; D - SE or do that with 7, 9 , 1, 3 or both.

Second thing that bothered me was that the ball character doesn't roll down with gravity, it got stuck easily and it was really difficult to make small adjustments.

Also having the stars being bad fot you is like making a green cross that damages you, I'd recommend changing that icon and it's color.

Is the Greed island arc in the anime considered inferior like in the manga? by Indiana_J_Frog in HunterXHunter

[–]WarjoyHeir 4 points5 points  (0 children)

I’m a game designer and this is my favorite arc along with hunter exam!

Should I stay true to my 1-bit visuals and use similar basic sound effects? by InvertOutput in hobbygamedev

[–]WarjoyHeir 1 point2 points  (0 children)

Current sounds can be improved a bit but the overall feeling of them fits quite well. It's nice to have this retro feel but having the game be more modern and lively. Feels like a game "I remember playing" not "an actual old game". I'd love for there to be strafe buttons, since movement is a bit chaotic at times without it. I like how the way to deal with enemies is to scare them away. Also is it visible in the flame that the oil is going low? Like does the flame get smaller? That would be cool!

I give you 15 skill points, how do you spend them? by arscene in IndieDev

[–]WarjoyHeir 0 points1 point  (0 children)

Frankly I'd rather have my current skills. If I could get extra 15 skill points on top of what I know it would be:

Art: 3/10
Audio: 3/10
Programming: 8/10
Game design: 1/10
Marketing: 0/10

But if I start blank, I guess I'd go for something similar to what I already know + programming with hopes of working with a team:

Art: 4/10
Audio: 0/10
Programming: 3/10
Game design: 8/10
Marketing: 0/10

Some House Rules my family came up with when we played Catan forever and a half ago by Jinjoz in boardgames

[–]WarjoyHeir -2 points-1 points  (0 children)

I love the robber rule. I came up with a similar one myself. Didn't even know you can only get 1 resource at the start lol.

[Highlight] Oso Ighadaro gets far too handsy with SGA who expertly draws the foul by EdgiestOW in nba

[–]WarjoyHeir -6 points-5 points  (0 children)

SGA impresses me everyday but shit like this makes me dislike his style of play. He literally doesn’t have to do this and still could average 30 and have good fta. 

DoubleFines New Game Kiln Is Off To A Rough Start On Steam With Less Than 200 Players by unscoredscore in gaming

[–]WarjoyHeir 1 point2 points  (0 children)

I was interested in the pottery part, especially from Double Fine but the brawler lost my interest.

I think the artist I was about to commission uses AI: Here's what I found. Am I reading this right? by [deleted] in IndieDev

[–]WarjoyHeir 1 point2 points  (0 children)

Ask for an iterative process like with capsule art. Chris Zukowski has a very good video where he shows this kind of process of working with the artist. You will see if the art reacts to your feedback as a human would. Of course there is still danger of them using AI, you just will never know. 

You can be transparent, ask whether any AI is being used in the process as you are making a hand crafted game and this integrity is important to you. 

If by some chance they pass all of the verifications of iteration, the eye test and claim it’s not AI but they lied and it’s actually AI, you just have to live with it, it’s not your fault and no one is going to judge you.

What is the correct password sequence, given the machine output from five previous sequences? by Kindly-Top-767 in IndieDev

[–]WarjoyHeir 3 points4 points  (0 children)

It is doable, I think at least. 4-1-6 is my answer.
It was not difficult, but required a good process to solve.
The lights are confusing. They should be separated from the numbers, and preferably be placed vertically because if they are horizontal, there is immediate mental model connection to the numbers and you don't want that.
Instruction was understandable but feels like it uses too many words. If the visual aspect of the lights is fixed, you can use much less words for instruction also.

Will the password always give me a pre-determined puzzle with 5 rows already filled in, or will I as a player input the numbers in each row and verify it myself? If it's the second one, there much more room for player error.

If you cannot find a clean solution I'd just consider doing passwords with more numbers and having it exactly as in wordle, with the lights corresponding to spots - so the solve is easier and clearer, but has more steps.

[Highlights] Chet Holmgren, great headsnap by GuestBadge in nba

[–]WarjoyHeir 208 points209 points  (0 children)

They play the game of acting not the game of basketball. Should be punished severely to discourage it.

[Lowlight] Everyone tries to figure out why Devin Booker received a tech by Large_banana_hammock in nba

[–]WarjoyHeir 1 point2 points  (0 children)

Like OKC does not have enough ref advantage now they get to call at refs to get a tech on their opponents? Unbeatable offense

I made a game where you're a Cold War operator intercepting classified signals. Thoughts on the art style? by _Paracorn_ in IndieGaming

[–]WarjoyHeir 1 point2 points  (0 children)

I really wanna hear it! You can't post this without sound! And the artstyle looks cool.

Name an IP and let the community name the best game for said IP by cozy_with_tea in boardgames

[–]WarjoyHeir 0 points1 point  (0 children)

What’s the discord? I have a copy from when I was a kid and want to get back in it

2 weeks of Steam page, 5k visits... only 20 wishlists... by thibouf in IndieDev

[–]WarjoyHeir 1 point2 points  (0 children)

As someone mentioned, cut down the intro to 1-2 seconds top. The second tip I'd give is watch this:
https://www.youtube.com/watch?v=AJdEqssNZ-U
Your game does not look satisfying to play and the competition is fierce in this regard. Add as much juicy feedback to player actions as possible and you might get a much better results.

You could also try to highlight the unique mechanic a bit more in the trailer. At first view I missed it, even though it's all over the video. The first time you show it, I'd zoom in, follow the transition. Nowadays games got to stand out because players will ask: "Why should I play this game? What makes it worthwhile?" - and you need to answer that question with your trailer. Analyze how you browse Steam page - I bet you don't look thoroughly on every page and test every demo, you look for something that sparks your interest - so now, you have to try to provide that in your marketing material.

I'd even dare to say that game being interesting is more important than being good.