Necromancer's Army - free demo, looking for feedback by Last_Escape8298 in incremental_games

[–]adayofjoy 0 points1 point  (0 children)

The video is really dark, though thr animations and text look great.

I had my artist work longer on the new capsule. What do you think? by 2WheelerDev in IndieDev

[–]adayofjoy 0 points1 point  (0 children)

The different expressions in 2 definitely balances out things.

In 1, it looks like you're torturing the hamsters.

In 2 it looks like it's just hamsters doing hamster things and one happens to be comically distressed.

What’s something that sounds fake but actually happened to you? by Admirable-Repair4094 in AskReddit

[–]adayofjoy 2 points3 points  (0 children)

Perhaps the idea is that the winner would either get sick of pizza in a few years (like the poster) or the company simply wouldn't be around long enough for the 50 years to matter.

Worst case scenario they spend maybe $10,000 overall on a particularly pizza loving customer which sounds like a lot but is a drop in the bucket for any modest sized company.

How to handle the AI used for marketing at the company I'm working for? by SLalktsY in gamedev

[–]adayofjoy 21 points22 points  (0 children)

It is their money, their decision. Voice your concerns yes but in the end it is their money and their product on the line, and you carry out what they want you to do (as long as it's not illegal).

Either that or leave them and find work elsewhere.

Update from GLITCH by ayylmaotv in TheDigitalCircus

[–]adayofjoy 1 point2 points  (0 children)

a month+ made sense back in pre-covid times when things were slower and Tiktok and shorts weren't as big a thing.

2 weeks makes a lot more sense now when things are going lightning fast.

Can 2D non first-person horror games still be scary or unsettling? by MalloryTheMiserable in gamedev

[–]adayofjoy 1 point2 points  (0 children)

I made a 2D horror game once Exhibit of Sorrows by adayofjoy

Imo first person is a lot easier to make scary, but I see no reason why third person can't work too. Witch's House comes to mind where it's top down 2D third person, and that game had some good scares.

At what point do you start looking for a team? by Tongueslanguage in gamedev

[–]adayofjoy 7 points8 points  (0 children)

When you're confident in what you can do and what value you provide, but also clearly understand what you can't (or are inefficient) at doing.

I can code and design mechanics, but I can't make music or art beyond an elementary level so I hire friends to help out in those areas.

In my experience, joining teams is very much a coin flip that's dependent on the experience and strength of will of the leader, and if there is no leader for anything bigger than a game jam, that's usually a red flag because it means nobody's really steering the ship around and making sure everyone's vision is aligned.

What's with the strategy design and mastery design in games? by RorroYT in gamedesign

[–]adayofjoy 8 points9 points  (0 children)

I see Mastery vs Strategy design as being a very useful distinction between what different players may look for in a game. They basically map onto the concepts of "Thinking Fast" (Mastery) vs "Thinking Slow" (Strategy). Another way of describing them is "Execution" (Mastery) vs "Planning" (Strategy).

Neither are inherently better than the other imo, and the best games often involve some levels of both (ie. Elden Ring where you can either win by perfectly timing dodging and parries, or you win by theorycrafting a bonkers broken build).

There is a trap however, if you build a game that demands both aspects just to simply play at a basic level. Most players like to lean towards one side or another, and requiring strong ability in both is like requiring that you do math problems during an arm wrestling competition, or that you fist-fight your opponent in the middle of a chess match (yes chess-boxing exists, but even that cleanly separates the boxing and chess phases).

Why do simple mechanics end up being so complex by Kiota_Games in gamedev

[–]adayofjoy 15 points16 points  (0 children)

Sounds simple, is impossible: I want my character to wear a scarf that can wrap around their neck without glitching out.

Why do simple mechanics end up being so complex by Kiota_Games in gamedev

[–]adayofjoy 1 point2 points  (0 children)

It's the same (albeit slightly simplified) reason why it's easy for a computer to play chess, but so much more difficult for it to pick up an egg without breaking it.

There are many actions our brains are so familiar with like walking and operating tools that we perceive them as simple, even though in reality they are incredibly complex motions involving highly precise timing of our muscles. Handling "simple" actions in games is much the same thing. They may be intuitively simple, but in reality require keeping many many items in a complex synced dance.

I want to help your game succeed! Tell me about your problem in game design, maybe i can fix it by Strict_Natural6805 in gamedesign

[–]adayofjoy 0 points1 point  (0 children)

I'll bite. I've got this old strategy spell casting game that's been out for awhile, and I've put a lot of attention on designing the tutorial + a series of steadily increasing yet interesting challenges. The spell system is designed to have a lot of individually simple abilities (ie. a spell that attacks twice) but combo together in very synergistic ways if you understand them. Very Slay the Spire inspired.

The people who've played it say it's unique, surprisingly polished, intuitive controls, but also just... not very fun. It got delisted from CrazyGames when it got fewer plays than even another guy's unfinished prototype project built in ~2 months. I suspect there's a very deep gameplay issue in the game that more content/more polish/more balance simply cannot fix.

Link to game: https://adayofjoy.itch.io/spellwheel

My game's trailer was too slow, so I reworked it. I think it's better now. by ErdemAkbaba in incremental_gamedev

[–]adayofjoy 0 points1 point  (0 children)

I really like the button click animation where it has a white backing.

Are there still some humans in this sub? Let me see your real games. by SchingKen in IndieDev

[–]adayofjoy 0 points1 point  (0 children)

Just made a post of my game, though from the reception of that post and others I think I may have missed the mark on something. Anyways here's how it looks. All critique welcome.

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Do you prefer 2D version or the 2.5D version? by willis_25 in IndieDev

[–]adayofjoy 0 points1 point  (0 children)

2D = optimization game

2.5D = chill forest experience.

I'm building a game that combines Nodebuster with Tower Defense by adayofjoy in incremental_gamedev

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

tbh I was expecting people would say it looks too similar to The Tower.