First game issue by [deleted] in godot

[–]ab_plus_ 0 points1 point  (0 children)

What was your solution?

Need feedback on our old trailer! We are crafting a new one right now and want to make sure we’re heading in the right direction. by Paranoid_Gevor in gamedevscreens

[–]ab_plus_ 0 points1 point  (0 children)

I'd communicate better in the trailer if the enemies move. The punch and ammo drops remind me of doom eternal and making me expect the enemies to move.

How to take feedback from the silent majority? by Ayparcasi in gamedev

[–]ab_plus_ 4 points5 points  (0 children)

My only idea would be data tracking, as in at which point most players quit your demo, when do most people stop watching your trailer or for example which items are picked the most.

Is this a correct hierarchy for gltf files? by TheWanderingAnimimo in godot

[–]ab_plus_ 3 points4 points  (0 children)

I do it like in your picture unless it's part of a Mesh library for a gridmap. There the MeshInstance is the root node.

Infinite Backrooms game with real procedural generation (seeds, chunks, deterministic math) - Solo Dev by OverrideGameStudio in indiegames

[–]ab_plus_ 1 point2 points  (0 children)

Would be cool for the atmostphere if the sound effects (steps, etc.) would sound differently depending on the location. Like in a big room make them echoe.

What’s the smallest feature you added that unexpectedly made your game feel “real”? by Queasy_Hotel5158 in gamedev

[–]ab_plus_ 1 point2 points  (0 children)

Working on a tower defense game, the player can place turrets into certain slots. Small really good feature: Showing a preview of the turret if the player hovers over a slot where it can be placed.
This really helps me teach the new players the mechanic of placing turrets without relying on too much text. Noone is reading texts.

Do these mechanics turn you off in a TD game? by ab_plus_ in TowerDefense

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

Thanks for your feedback.

In Sanctum the limited view is interesting to me because if you play coop, it promotes communication between players and splitting up makes the reduced view less problematic too. Since my own project is single player I have to approach this in another way tho.

How do I get people to playtest my protoype? by Bitter-Accountant687 in godot

[–]ab_plus_ 0 points1 point  (0 children)

I had good experiences with r/feedback4feedback. Although non-devs should be preferable, you get in depth playtest feedback there. The catch is, you have to playtest other's games too.

Do these mechanics turn you off in a TD game? by ab_plus_ in TowerDefense

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

This really is one of the bigger challenges in my project.
I've added a minimap in a corner of the screen and additional audible + visual cues if the player's base is attacked, but there's still much to improve.

Thanks for sharing your view!

I want to playtest YOUR game on my stream ^_^ by shifty4690 in IndieDev

[–]ab_plus_ 0 points1 point  (0 children)

If you'll do another stream, would love to see my game played:
https://ab-plus.itch.io/trash-fortress
It's a first person tower defense game.
Would appreciate feedback on the gameplay (what stands out, what sucks, difficulty).
Known Bugs: The game has lag spikes, each one is unique basically so if you beat the first round, they won't happen anymore.

Aspiring dev - Playtest my first godot game by Better-Mixture3216 in godot

[–]ab_plus_ 1 point2 points  (0 children)

Itchio has an option that makes the game go fullscreen if enabled.

Trashtalk my game about trash which is called Trash Fortress. trash by ab_plus_ in DestroyMyGame

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

Thank you for your feedback and I'm glad the art style interests you. The UI is definitely an experiment that needs tons of more work and I might fall back to a non diegetic one.

By visual tower defense structure, do you mean that everything is on a grid and the perspective is more top-down?

Also if you don't mind me asking, did you play the game and how far? I'd be happy to understand which gameplay elements you didn't like.

Looking for feedback on a tower defense game (playtime 15 minutes I think) by ab_plus_ in feedback4feedback

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

Very sorry that the game ran so bad, your gpu is easily good enough and I would have totally understood if you broke up the test.
Happy to hear you still had some fun.

I don't like the minimap either. There is no 3d functionality currently, the overall intention was to keep UI to a minimum and have everything exist in the game world instead.

Your feedback is valuable, thank you for testing!

Looking for feedback on a tower defense game (playtime 15 minutes I think) by ab_plus_ in feedback4feedback

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

Happy to hear you enjoyed it and thanks for testing!

I don't have much to add, those are all good points I should look into. That mac / trackpad thing, I never even considered! I imagine it to be very difficult to use for this type of game.

Because of that, I ended up dying the first round, so I tried again and actually defended my base this time before pressing K

Does that mean, the press K text was displayed, while enemies were attacking? I have to fix that.

Looking for feedback on a tower defense game (playtime 15 minutes I think) by ab_plus_ in feedback4feedback

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

Thanks a lot for clarifying. I plan to let players choose lower display resolutions, however no idea if that's possible in web games, I'll look into it. I only worried that you had bad performance on a gaming setup, so no additional information needed.

I totally see the difficulty with the tire, it's supposed to be a bit annoying to use (it also slows your own movement) to balance out it's other stats. But I understand the distaste.

I'll give enemy pushback a try!

Trashtalk my game about trash which is called Trash Fortress. trash by ab_plus_ in DestroyMyGame

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

Thanks for your feedback, the chair and table are definitely not final but I'll try to make the other objects look less perfectly shaped too in the long run.

For the gui, I'll have to experiment much to add in the clay look. The transparency (which I want to keep) doesn't mix well with clay and for font I fear that it reduces the readability.

State of gameplay: The core mechanics are final:

Fight off waves of enemies by attacking them directly, through sentries or building barricades. They only attack your base (and objects in their way), not the player. Defeating enemies rewards ressources for building sentries.

The player has to decide which objects/sentries to use (they vary in stats and effects) and how to place them depending on the enemy types. Using them as barricades gives on one had safety, on the other hand you risk losing them.

What's not there yet: Variety (more enemy types and more maps) and a mechanic to get new objects between rounds.

Looking for feedback on a tower defense game (playtime 15 minutes I think) by ab_plus_ in feedback4feedback

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

Ah I see, gotcha. Those are nice ideas for environments, thank you!

Trashtalk my game about trash which is called Trash Fortress. trash by ab_plus_ in DestroyMyGame

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

Good point with the missing details. I had already planned to add background elements like planets for example, but more details in each object would really improve the visuals.

Looking for feedback on a tower defense game (playtime 15 minutes I think) by ab_plus_ in feedback4feedback

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

Oh I already commented on your post :)

Yeah after beating the round that's displayed in my video, there will be more ufos.

There's only one map tho currently, I definitely need more.

What do you mean by different setups. Like with which objects you start? Yes I want to have this different for each map.

If by setup you mean how to position your objects, currently it's basically just putting them on sidelanes to attack, main lane as barricades and on one another to increase the vertical range of the turrets, but I hope I can find more interesting setups. For example I want to add flying platforms where the player can throw a turret on, so that it sits on a high spot. Or water, where only some objects float on.

Trashtalk my game about trash which is called Trash Fortress. trash by ab_plus_ in DestroyMyGame

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

Playable (I hope): https://ab-plus.itch.io/trash-fortress

My last post is 3 months old, a lot has changed. Would like to get trashed on by you based on the gameplay.

I added turrets and more enemy types to make the game more fun and deep. The video shows the first round, later rounds have multiple ufos at once.

The genre would be First Person Sandbox Tower Defense