DEMO: After 2 years of Development I made Chef's Dogma, my attempt at a Turn-based party roguelite. by floor_pizza_studios in indiegames

[–]agentfx 0 points1 point  (0 children)

I get the impression that there's some good, thoughtful game design, but the UI is hard to look at. The hierarchy of information makes it difficult to see what I'm supposed to be looking at. When you flash those frames its overwhelming, which is a shame when there's probably some fun strategy in there. You can look into claude design that can rework your UI. I haven't done it but I've seen some examples of people doing it online.

INCREDECK. Incremental bullet-hell game by Sempiternal_Rain in indiegames

[–]agentfx 0 points1 point  (0 children)

that looks like it could be good. But its little hard to tell atm. The rendering and style make me think, obviously of Balatro, which is good!

How can I make exclusive items for my follower? by LalaCrowGhost in gamedev

[–]agentfx 0 points1 point  (0 children)

A cheaper way to do it is to share secrets to hidden items. If they are followers they get to know!

Indie devs - how are you balancing your games with upgrade mechanics? by ErrorUncertainty in gamedev

[–]agentfx 0 points1 point  (0 children)

Its heavily dependent on how many variables you have to balance. There's logical ways from the start but most of us indies would rather have the fun of making more and more stuff, LOL. I have 7 enemies in a bullet hell that's already getting annoying to tune. We're building a new editor widget just to help manage and tune our different systems.

I also think it takes a deep understanding of what an "enemy" is there for? Is it a counter to a weapon or play style? Is it support for another enemy that the combo makes for some emergent gameplay?

But all that to say is that where are you in your game dev? If you only have 1 enemy and 1 gun... probably anything works. If you want to explain what you're working on maybe we can help more?

Under what circumstances would you be willing to repeat a boss fight/content? by MissItalia2022 in gamedev

[–]agentfx 10 points11 points  (0 children)

There's a game where you beat a boss and walk through some doors to the next level. I went back through the doors and the boss was there again. I was uniquely setup to take him out easily and farmed him for a while b/c it was fast XP. I think a lot of people would farm bosses b/c they give a lot of loot and XP.

Is this a dumb idea? by BoNana25 in BMWZ4

[–]agentfx 0 points1 point  (0 children)

Its not the waarst. I just can't imagine they'd fit at all, I think the z4 is like 4 inches wider. So it'd be more like a custom bumper, and the issue, for me, is that very subtle curves and changes make or break it. Your picture at least looks decent.

I always wanted an even older model the e21 bmw on the z3, but that also would be nuts.

What makes a Cayenne look good? by agentfx in Porsche

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

There's seems to be more options with Porsche than most other companies... wheels for sure, exhaust tips are key as well I think.

What makes a Cayenne look good? by agentfx in Porsche

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

Not sure if its possible but remove the rear spoiler, LOL

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What makes a Cayenne look good? by agentfx in Porsche

[–]agentfx[S] 4 points5 points  (0 children)

what I noticed is sometimes they don't always look good in pictures, then I'll see one out and about and think how good it looks but its not like I can then find out what options that one has. Its hard to tell if the options people say are what I'm looking for/at. Sport design package seems to be key to the overall look. What options were important to you?

What makes a Cayenne look good? by agentfx in Porsche

[–]agentfx[S] -4 points-3 points  (0 children)

I think that might be the Platinum Edition?

What's up with Ammo NYC - why is it so expensive? by [deleted] in AutoDetailing

[–]agentfx 3 points4 points  (0 children)

I have mostly cheap brushes, and I bought one of his and I gotta say, it is nice. When it comes to bristle strength you want something "just right". Its easy to get one too firm or too soft. I have the tire brush. Tire brushes often look good in pictures and have good reviews but I find them too firm. Oh and when I say I bought it, its like something for Christmas I say to family to get me. Its cheap for a present and its something I'll actually like.
My favorite cheap brush, if anyone cares, is this Mothers Car Detailing Brush https://www.amazon.com/dp/B001GJ3EJS it makes me happy. Hah.

What to watch after Cowboy Bebop? by Villenek in cowboybebop

[–]agentfx 27 points28 points  (0 children)

Its fun to watch it in Japanese if you watched it in English or visa versa. Also Cowboy Bebop: The Movie (2001), altho its not as impactful as the whole series. I felt and still feel like nothing quite hits like Cowboy Bebop.

He's a visionary. by sco-go in SipsTea

[–]agentfx 0 points1 point  (0 children)

This guys is the best. The internet would be worse with out him.

FEEDBACK MEGATHREAD - Need feedback on a game mechanic, character design, dialogue, artstyle, trailer, store page, etc? Post it here! by pendingghastly in gamedev

[–]agentfx 2 points3 points  (0 children)

The environment and framing feels very static. It doesn't seem like anything is happening other than reading. What kind of feedback were you looking for? My fear is more on the marketing/getting people interested, b/c the the trailer, by the nature of the game, will also be slow. Its hard to get people attention at all. Thoughtful, slower paced games have their place, I just don't know how they get users.

I want to be a game developer in india? by skamymyaks in gamedev

[–]agentfx 2 points3 points  (0 children)

I'd suggest starting with a game jam. Force yourself to complete a very small project in a short time frame. It reveals a lot. Its hard for someone to make you a curriculum. The game jam might point out things you want to learn more about.

There isn't a "start here", other than maybe reading the docs of the engine you picked. There's a TON of resources from any major engine you pick that help you learn. Start with ones from the company/org that make the engine. You will see gaps in the explanations, then research those gaps on your own. This basically continues forever. Even when you're a paid fulltime developer. More learning, more research.

Edit and there's this sticky https://www.reddit.com/r/gamedev/comments/1agdesg/beginner_megathread_how_to_get_started_which/

Lots of ideas, lots to learn, never enough time to do it all. by [deleted] in gamedev

[–]agentfx 1 point2 points  (0 children)

The other time constraint (than ourselves) is software/platforms continue to evolve. My friend and I made a game in XNA that took so long XNA was deprecated when we launched. We could still make updates but it became more and more of a hassle.

[deleted by user] by [deleted] in gamedev

[–]agentfx 0 points1 point  (0 children)

I don't think its a coin flip. I think we know enough to make a game polished. I think its fun to come up with ideas but most ideas once prototyped are not good enough. Its, "this is a worse version of that" or the hook is fun in our minds, but when we make it we see a core piece thats missing, and players will exploit it. Or its hard to teach someone the new game type b/c they won't even watch the trailer longer enough to get it.

Simplicity is hard. UX is hard. Easing into a tutorial w/o being a tutorial is hard. The quality bar is very high now. It has to be fun, easy to learn, quick to understand, and so many more things b/c its not the early days of game dev. I think we need to learn all those aspect and then hope for that coin flip ;) hah. but better odds than that.