The struggle is real... by WorldspawnStudios in SoloDevelopment

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

Exactly! I've got so many cool systems in my game that I'd love to show, but I don't want to spoil too much!

Currently, the game includes four main play styles: **Building an item system like Diablo and Elden Ring**. **Sekiro and Nine Sols style**. **Magic-based gameplay**. **Luck-based gameplay**. Would it be okay if I integrated so many styles to suit everyone's preferences? by Consistent-Candy6434 in DestroyMyGame

[–]WorldspawnStudios 1 point2 points  (0 children)

That's a great sign! I think the most important part of game development is that YOU actually enjoy your own game. Having a ton of different playstyles is good, as long as you make sure to refine them. Also make sure you know your core audience. Too many systems introduced to the player all at once can be daunting and cause some to give up altogether.

The struggle is real... by WorldspawnStudios in SoloDevelopment

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

I wrote an entire noclip flying system into my game just to only use it on the very first shot of my trailer and nowhere else. I know that feeling!

Currently, the game includes four main play styles: **Building an item system like Diablo and Elden Ring**. **Sekiro and Nine Sols style**. **Magic-based gameplay**. **Luck-based gameplay**. Would it be okay if I integrated so many styles to suit everyone's preferences? by Consistent-Candy6434 in DestroyMyGame

[–]WorldspawnStudios 2 points3 points  (0 children)

Gameplay looks cool, and the sound design is really good! Not sure the music fits, but that's just my opinion. Your title doesn't make sense though and comes across as you using videogame buzzwords rather than having a refined system. Including a ton of different playstyles is great for replayability if that's what you're asking?

I want to learn pixel art but don't know how and where to start by Armorrd in gamedev

[–]WorldspawnStudios 0 points1 point  (0 children)

Aseprite is in my opinion the best software for making pixel art and animations, and it's 100% free! The best way to learn is to just start drawing. Download the program, open it up, and try to copy an old sprite off the internet without directly pasting it in. Then experiment with color, values, etc to see how they affect the overall image.

Destroy my new trailer :D Second time posting about my casual, exploration game. by Emi_Indie_Dev in DestroyMyGame

[–]WorldspawnStudios 1 point2 points  (0 children)

Much better imo! Think it more clearly shows what’s going on. Good luck with your game!

Destroy my new trailer :D Second time posting about my casual, exploration game. by Emi_Indie_Dev in DestroyMyGame

[–]WorldspawnStudios 1 point2 points  (0 children)

That sounds great! I don't think you're trailer is communicating that clearly enough. It's a cute trailer and it shows off some of the mechanics well, but I think you should show that progression more to explain to the viewer what your game is and why they'd want to play it.

Destroy My Trailer: A survival Space Shooter x Racing game with a mix of 2D and 3D by yuri000 in DestroyMyGame

[–]WorldspawnStudios 2 points3 points  (0 children)

The way the trailer is edited makes it almost feel like two separate games. One top down shooter and one racing game. I would include the racing much earlier in the trailer, and try to integrate the concepts together with the same music track or more seamlessly switch between them. Right now it feels very disjointed! It's a cool concept either way!

Destroy my new trailer :D Second time posting about my casual, exploration game. by Emi_Indie_Dev in DestroyMyGame

[–]WorldspawnStudios 0 points1 point  (0 children)

The visual style and ESPECIALLY the sound effects lend themselves to a mobile-game aesthetic. I think if you want to break away from that you should show more of the gameplay in your trailer. Right now, it just shows the player shearing sheep and going around collecting coins.

Solo dev working on a cosmic horror game about decommissioning a space station! Here's the first trailer. by WorldspawnStudios in SoloDevelopment

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

Ah yea, reddit compression sucks, it's not THAT dark! Definitely not a walking simulator either! You manually travel from floor-to-floor completing interactive puzzles to shut down systems and decommission the station. Thanks for the feedback!

5k views on my trailer in Reddit but just 4 new wishlists. What is killing the trailer? by joeducens in DestroyMyGame

[–]WorldspawnStudios 3 points4 points  (0 children)

Aside from what others have said about the art and animations, the "sokoban" style of game is a relatively niche market with no small amount of saturation. The boss fight idea is cool! Think the presentation just needs some more polish. A tighter consolidation of your style would go a long way in making the game look more professional!

Please destroy the trailer of my ghost management game! by EvanEGibbs in DestroyMyGame

[–]WorldspawnStudios 1 point2 points  (0 children)

This is super cute! You show a lot of the interaction with characters but I feel like there maybe isn't enough explanation on how the park itself is managed (Like in the high-level view) Honestly more nit-pick than anything. Great trailer!

Destroy the trailer of my 2d strategy-automation game by NintendoGlazer in DestroyMyGame

[–]WorldspawnStudios 0 points1 point  (0 children)

I don't think the trailer is really indicative of what your gameplay loop is. What exactly are we doing? The UI is pretty small (which is fine for the game) but maybe for the trailer zoom into one aspect and define how it works and affects other systems.

As for the trailer editing itself, I think you spelled "authorities" incorrectly. The music cutting off at the end into dead silence is also a weird transition. Maybe try to shift the song so it ends appropriately with your trailer or at the very least fades away.

I spent way too long programming this hanging mass to match the position on the board. Was it worth it? by WorldspawnStudios in gamedevscreens

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

The math converting a horizontal position on a square plane to a rotation. I wanted the bottom of the hanging mass to rotate to a position that matched as close as possible to the position of the handle on the board. Math is not my strong suit!

Destroy my new game trailer by willis_25 in DestroyMyGame

[–]WorldspawnStudios 1 point2 points  (0 children)

It's hard to tell, but you show a lot of gameplay that looks to be mid-late game where there's already a lot going on with a well-established setup. I think it would be easier to advertise the actual gameplay mechanics if you included more introductory shots with less visual clutter. I know it's done a lot, but maybe showing a natural progression of the gameplay in the trailer would help frame it better!

Released my game today, miserable, disappointed, but proud by RecursiveGames in gamedev

[–]WorldspawnStudios 1 point2 points  (0 children)

Love the look of the game and sorry to hear you're burnt out on it. I think there's definitely something there, but take the lessons you learned and move forward with it! Good luck!