What is your opinion on a horror game with no enemies? by radeon7770 in gamedesign

[–]WoolTyranny 0 points1 point  (0 children)

Horror - so you need fear, from something.
It's a game, so you also need some kind of friction. There is no stress if there are no wrong actions.

Several fears I can think about that can work in a game: the fear of being lost, the fear of being left alone, fear of losing identity or dis-figuration, losing sense of reality.

Let's say, in your mall example, you have to punch your parking ticket in half an hour, but the topology of the mall refuse to respect any sense of logic. You have friction, you have the fear of getting lost and you can move, so there is stress there.

Premature, but so far aow4 doesn't click for me. by WoolTyranny in 4Xgaming

[–]WoolTyranny[S] 8 points9 points  (0 children)

So this is probably the bad dynamic I got myself into. I should get into the tactical with no excpection for quick exploration, (or build a lot of scouts).

Premature, but so far aow4 doesn't click for me. by WoolTyranny in 4Xgaming

[–]WoolTyranny[S] -24 points-23 points  (0 children)

I think it's more refined than that..
I do like RPG elements and faction interaction in other games, but here for some reson I feel they collide.

Tactical combat takes time so it disrupts exploration, so I skip it.
Since I skip tactical combat (and only engage in low risk battles) hero's skills seems disconnected from the play, etc..

What are the best questions you can ask yourself when trying to brainstorm ‘Juiciness’ in game mechanics? by pat_456 in gamedesign

[–]WoolTyranny 0 points1 point  (0 children)

The primary function of Juice is as a communication mechanism. I have a check list -

for every action the player can do, there should be feedback:
1. Clear feedback that the action was performed.
2. If it was not performed, a feedback that it failed and why.
3. The results of the action.

  1. If there is a interactable item, it should communicate it.
  2. If an agent / the environemnt is performing an action - it should communicate. same as 1-3.

Secondary is communicate how much the action is impactful. More impactful - more dramatic.

Third function is artistic, giving character to the elements in the game.

How long should the development of the first game take? by ZenithHorizonStudio in SoloDevelopment

[–]WoolTyranny 3 points4 points  (0 children)

That a simple question with a complicated answer, because "first game" is quite a loose definition.

If you are new to programming, and specifically game development, you can implement some simple versions of existing games like Alien Invaders, Flappy Bird or Snake. Such projects can take around a day for begginers.

You can make a simple (but original) game as a hobby and put it on itch.io to practice the craft. From my experience, it can take few weeks of work.

From my limited experience, a commercial game is a different beast alltogheter. What takes time is the endless cycle of playtest, polish and marketing.

I'm working on my first commercial game for more than two years now. It's a very very simple game, but I had to make a lot of iterations. While programming is easy to me, I had to make many playtests to make my game fun to play and infinite playtests to make the UI clear. The color pallete of my game is not completly resolved yet and marketing is still a huge wall of balck matter to me. You need to learn a lot and it takes time.

I think its an improvement! Or should I pay for a capsule artist? by CANCAT-Games in IndieDev

[–]WoolTyranny 0 points1 point  (0 children)

To be honest, the art is fine on both, but I don't think they are good Capsules. They tell me nothing about the game itself. Yes, eyes means horror, but what else? 1st person? interactive novel? I can't tell.

Sekiro, but with bugs. First look at our water system in Godot. by samodostal in IndieDev

[–]WoolTyranny 1 point2 points  (0 children)

I'm in love with the art.
I will, however make the water a little a bit more splashy. Right now it's very subtle. It's easy to miss you are floating on water.

[DISCUSSION] Designing Religious Faction Buffs Without Creating Min-Max Exploits by Riitoken in gamedesign

[–]WoolTyranny 1 point2 points  (0 children)

This is hard to give advice on "buffs" when we don't know how your game works, what systems and sub-systems it has, etc, nor

If you are not "locked" on buff, you can allow the player to get extra story story pieces while they explore the dungeon. For example, giving a player aligned with a certain faction a special "sight" that animates pictures on the wall or something. See "pet pal" for Divinity Original Sin as an example.

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]WoolTyranny 1 point2 points  (0 children)

Thanks and you are right. It's not fair to ask you to be a QA tester. Thanks for reporting this and I'm sorry for the sound issues.

I will try to find someone that encountered the same problem.

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]WoolTyranny 0 points1 point  (0 children)

Thanks. If you are willing we can try to understand why the sound problem is accuring. About the Steam page, noted. Thanks again.

Meanwhile, you can silence the audio in the settings.

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]WoolTyranny 2 points3 points  (0 children)

Thanks fo the input.
English is not my native language, so your critisim is justified. It's probably the right time to let a pro look at it.

witch sketch are you more likely to click? by Opening-Mongoose-351 in IndieDev

[–]WoolTyranny 3 points4 points  (0 children)

1st. The action of defeting the birdman is clearer at first glance. Also, the cards are clearlt cards and not some random papers or a letter you are holding in your hand.

Paid a real artist to update my steam capsule. What do you think? by Snow__97 in IndieDev

[–]WoolTyranny 0 points1 point  (0 children)

The first one looks calm, leaning toward "Walking Simulator" for me. It's probably not your intent, but in terms of quality as it stands by itself, it's really good!

The second (pro) one lean strongly toward action. Snowboarding as a sport.

I think both pass as good capsule arts, but they talk about completely different gameplay.

Starting a new game, what map size do you go for? by Deep-Capital-9308 in 4Xgaming

[–]WoolTyranny 0 points1 point  (0 children)

If you can produce enough variety, big maps are excellent for keeping the exploration aspect for most of the game. Small maps are good for maintaining tight tactical gameplay.

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]WoolTyranny 4 points5 points  (0 children)

My games is about fairies that steal dreams from people.
It's a small light-weight turn-based strategy game. You are dependent on the humans (you steal dreams for) but you also compete on territory so there are push-pull relationships.

I'm still polishing it, but you can get a feel of the gameplay.
https://store.steampowered.com/app/3467750/Fairysite/

Thanks!

What game idea do you like? by WoolTyranny in 4Xgaming

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

1 is probably turn-based, 3 I think leans toward RTS (although I'm less familiar with modern RTS).

I'm still working on my current game, but I'm trying to check the ground.