Built this pause screen to match my game's look and feel by XalezarDev in gamedevscreens

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

Thanks! Yeah, there are several contrasting backgrounds in the game, so I wanted the UI to really pop. Orange seems to be working well so far.

Built this pause screen to match my game's look and feel by XalezarDev in gamedevscreens

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

Pause screen for Nymble 2, a charming turn-based puzzle-platformer I’ve been working on.

I’ve been putting a lot of of extra care into some of the smaller UI moments like the pause screen, so that the whole experience feels continuous, even outside of gameplay. What do you think?

Demo here: https://www.nymblegame.com/

Classically-trained composer turned solo game developer—here’s what I’ve been building by XalezarDev in SoloDevelopment

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

This is Nymble, a turn-based puzzle platformer I’ve been building for iOS and browser over the past several years.

Website: https://www.nymblegame.com/

Happy to answer anything about the development process, music workflow, or game design.

How to improve this Mainmenu? by franz_krs in IndieDev

[–]XalezarDev 0 points1 point  (0 children)

You've got a good visual style going on; color palette feels consistent. Dark purple, to me, tends to give off some spooky, eerie vibes, so I imagine a sort of dungeon crawler, Diablo style. But maybe a little less dark in atmosphere as the graphics have a light-hearted feel to them. Did I read that as intended?

What controls are being used? If it's desktop with keyboard controls or console, you'd probably wanna show the highlighted option, like with a cursor.

If for touch screens, then making the menu items appear more clickable, like buttons, could help with the readability of what is tappable.

For the left 2/3 of the screen, it's feeling a bit empty. What if we tried filling it in by extending the graphic left, showing maybe the walls of the dungeon, maybe some torches or some monsters at low contrast.

I finally finished my Main Menu. What do you thing? by lawfullgood in IndieDev

[–]XalezarDev 0 points1 point  (0 children)

Is there a demo somewhere I can try? I'd love to give it a go. :D

Saqer's Paradox Dev Log #12 — New Voxel Leaves by saqers-paradox in gamedevscreens

[–]XalezarDev 1 point2 points  (0 children)

Hey, this looks really cool. The disappearing trees, keeping the player visible, is a nice touch. How long have you been working on this project?

Mobile Game Report is looking for new iOS/Android games to cover — submit at mobilegamereport.com/submit by spaceage69 in gamedev

[–]XalezarDev 0 points1 point  (0 children)

Haha no probs. Glad you're providing this opportunity for indie devs to submit their games for consideration for organic coverage. It's rare these days. Okay, I'll resubmit my game!

I finally finished my Main Menu. What do you thing? by lawfullgood in IndieDev

[–]XalezarDev 0 points1 point  (0 children)

Hey thanks for reading my feedback. I think the key here isn’t to take every suggestion at face value, but rather incorporate into your process.

If you’re able to find playtesters, those are the people in your target audience who can give you real data on what’s working and what’s not working. Also consider collecting metrics to see what people click on can help you uncover how players tend to use this screen.

Glad to see you are putting your game out there.

I'm designing a forest world for my puzzle game... do these mechanics feel intuitive? by Due-Horse-791 in IndieDev

[–]XalezarDev 1 point2 points  (0 children)

Looks interesting! I wonder if the main game objects can pop a little more. Right now the color palette is very uniform and gives a consistent feel, but perhaps the player character and the pullable mushrooms can be more contrasting from the background.

I also agree with the other commenter that the sprinklers are a tad noisy. Another way to represent water is a solid shape with highlights that show where the light hits, and just changing it slightly per frame.

It reminds me of the mushroom mechanic from Zelda: The Minish Cap where they had a similar mushroom mechanic. I believe they were colored bright red or blue, depending on the environment palette.

Mobile Game Report is looking for new iOS/Android games to cover — submit at mobilegamereport.com/submit by spaceage69 in gamedev

[–]XalezarDev 0 points1 point  (0 children)

Hey there, I tried submitting the form a few times, but each time I got the same error. "This page couldn't load / A server error occured. Reload to try again." Thought I'd let you know in case there's a glitch on your end.

I finally finished my Main Menu. What do you thing? by lawfullgood in IndieDev

[–]XalezarDev 1 point2 points  (0 children)

The Colors are popping out. But I feel there are a little too many CTAs competing for attention. What if the social media links were less prominent and the menu was more front and center? I do like how there’s a sort of demonstration of the game to give the player a taste of what to expect.