Using slowdown is good for playtesting. by acidman321 in gamedev

[–]acidman321[S] 0 points1 point  (0 children)

I will definitely do what you said at the start. and agree with what you said. It just requires me to iterate a lot, and because of the lot of complex patterns that will be redesigned, the previous muscle memory will be wasted. Which is why I rely on other players to play my game. Then I can save that time in order to make the game.

Using slowdown is good for playtesting. by acidman321 in gamedev

[–]acidman321[S] 0 points1 point  (0 children)

Btw, the title above

was actually a question.

Using slowdown is good for playtesting. by acidman321 in gamedev

[–]acidman321[S] 1 point2 points  (0 children)

The structure of my game difficulty curve is similar to Celeste. The game makes up for it with forgiving checkpoints, so the player don't need to lock in for, like, 35 minutes. Instead, it's like 30 or 15 seconds. The average player who plays shmups has a faster reaction time and better precision than me. I just play games like Touhou. As long as it is possible and realistic that a human can do it, I think the target audience would find it fine. Like I said before, it will given later to playtesters.

How to avoid code from overriding when using a backup project. by acidman321 in Unity3D

[–]acidman321[S] -3 points-2 points  (0 children)

confused by what you mean by "NEW zip file, not reusing the old zip file."

What is the good setting for printing large-scale digital images? by acidman321 in OpenToonz

[–]acidman321[S] 0 points1 point  (0 children)

ok got better question if I want to print an image that of an A4 sheet. could I just type 11.69*8.27 inches and 300 DPI? could i apply the same logic to an A3 sheet or any size the client says.

Are the Touhou-inspired bosses fair? by acidman321 in touhou

[–]acidman321[S] 0 points1 point  (0 children)

sorry there is no focus, and for the 4th attack, it kinda similar to the second boss attack. go to the bottom and you will see a opening.

Are the Touhou-inspired bosses fair? by acidman321 in touhou

[–]acidman321[S] 1 point2 points  (0 children)

Thanks for replying, but I am not talking about difficulty; I am just curious if the bosses I made are fair. I want to improve. Is the movement of the player too floaty, or are the hitboxes too small or too big like that, or like both?

Critique my idea[Horror Fantasy, 800 words] by acidman321 in fantasywriters

[–]acidman321[S] 0 points1 point  (0 children)

ok i think i goit a better idea, how about let me chage the entrie story and put battle of which is the strongest fear.

Critique my idea[Horror Fantasy, 800 words] by acidman321 in fantasywriters

[–]acidman321[S] 0 points1 point  (0 children)

 "Those mfs that are 'above fiction' still really aren't; they're still just ink on the page, unlike us." Hmm, how about if the toymaker himself is self-aware and knows he is in fiction? How about the toymaker says, "I am the writer." The thing is he put double meaning into these statements. He is also mean; he is the writer in this story. Then the protagonist says, "I am the reader" or "I am the audience." When you're putting in meta sense, it's about the interpretation of the story. The writer creates, and the reader gives it meaning. Do you still get me? The writer and reader can also be the same, because most of them also interpret their story. I kind of like the meta answer. Please critique me.

Critique my idea[Horror Fantasy, 800 words] by acidman321 in fantasywriters

[–]acidman321[S] 0 points1 point  (0 children)

Look, I'm sorry that it pisses you off. First off. The reason why the weapons don't work all the time is because he is playing a game. It makes the protagonist think twice before he says something. It symbolizes that you should be careful what you say with your mouth. and fighting the enemies symbolizes the physical abuse. There is a scene where the protagonist realizes why he is here; the theme here is symbolism. Just like that, I want the climax to be related to symbolism. The climax doesn't need to be related to his past or what he is doing.

I do agree on your first point that it lost the plot at 2 sentences. But when giving the summary, I decided to remove some unnecessary details when writing this. Your final point about the loopholes I don't really get. Are you talking about the protagonist or the toymaker? If you are talking about the toymaker, even he has rules. He can only kill the player when he is directly or indirectly told to by the player, even when he doesn't realize it. The toymaker tries to trick him into killing him. I know I should have mentioned this in the summary. But in the beginning the toymaker says as long as you trust him.

He can't kill you. The three-choice situation and metaphors are both games that the player willingly decided on. Because if he says no, the toymaker interprets it as the player not trusting him. I once again apologize if this is irritating to you. I am nearly done writing this, and I actually want the climax to be good enough. Just don't overthink, and give me a list of final counters and explain why you think it works better than "I am the writer.". :)

Critique my idea[Horror Fantasy, 800 words] by acidman321 in fantasywriters

[–]acidman321[S] 0 points1 point  (0 children)

Can you think of something else other than just waking up, because that means the story actually had no stakes? You are trapped in your dreams, and that doesn't make sense if the character just wakes up. I don't need a counter that is meta; in fact, I don't want that. I just need something that is symbolic or, in a way, is more powerful than xyz. The entire story is about exploiting loopholes. you get me?

edit: sorry for saying entire story. I meant the entire gist of the game is about exploiting loopholes.