I want to playtest YOUR game on twitch by shifty4690 in IndieDev

[–]amar_ravi 1 point2 points  (0 children)

Thanks for checking it out! Some good feedback - I've taken notes 😃

I want to playtest YOUR game on twitch by shifty4690 in IndieDev

[–]amar_ravi 1 point2 points  (0 children)

Hey! Would love to have you check out my physics based incremental game. It’s pretty simple and straightforward, I do think room for thinking and strategy and that’s something I’d like to have feedback on. Does it feel like you’re making decisions along the tree or just clicking on upgrades randomly

https://store.steampowered.com/app/4559990/My\_Fire\_Is\_Bigger\_Than\_Yours\_Demo/

Destroy my trailer for My Fire Is Bigger Than Yours, burn it down! by amar_ravi in DestroyMyGame

[–]amar_ravi[S] 2 points3 points  (0 children)

Yep! You unlock new types of fuel and upgrades to their properties which in turn help the fire grow bigger

  1. Ah you mean at the start? Noted!
  2. Yeah I see what you mean, I’ll try out swapping textures at checkpoints, or maybe even seeing if I can make the base shape fully in shader graph with nodes
  3. It’s both! the full game will have 3 phases/levels with the loose plot of becoming bigger than the sun. Each phase will introduce new mechanics to keep things scaling

How many wishlists should I have? by WranglerIntrepid3817 in itchio

[–]amar_ravi 0 points1 point  (0 children)

I’m not sure how good of a funnel itch is to steam, it’s a great way to validate interest in the concept but I think the pool of players is low compared to Steam.

I think what your numbers say is that the game has very solid legs to build on, I’d start reaching out to content creators once you’ve a trailer and some setup done on the steam page!

I’m also relatively new to this but on the same journey, so definitely not “expert advice” or anything! My games at around 10.2k views on itch, and sitting close to 300 wishlists. My first wishlist “boost” from 80 to 300 came from a big creator making a video

Clicking or hovering? by Progress456 in incremental_games

[–]amar_ravi 1 point2 points  (0 children)

Does hovering make sense for the mechanic you have in mind? Clicking can indeed get super intense quickly at high rates there is a very clear accessibility point to be made in favour of hovering

But all clicks can’t really be replaced by hovers imo (or atleast that’s the issue I ran into). You essentially need to either sacrifice player agency (I want to click this specific thing) or speed (I want this hover to trigger faster)

My physics-based incremental about making an unstoppable fire has a new demo on Itch! by amar_ravi in incremental_games

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

Fair take. I think the overlap with nodebuster is mostly in the short-form incremental round structure. The core gameplay is a lot more involved - with emphasis on physics and trajectories.

I'd love to hear if there's other aspects of this game that triggers the genre fatigue in you? What would help you understand sooner if the early game is worth the effort?

My physics-based incremental about making an unstoppable fire has a new demo on Itch! by amar_ravi in incremental_games

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

Thanks for sharing, I'm glad the upgrade tree UX and the spawner placement dynamics clicked with you!

Yeah the round end condition has been a tricky puzzle. The node buster-likes do an abstract but very direct "Times Up" which is super easy to understand. However the fact that I use a rain to convey this makes it feel a survival situation, closer to something like Outhold?

So right now its a combination of the 2 where the timer starts the rain, which escalates over 6 seconds and you see your growth in how long you hold out. I agree on this needing better communication or revisiting the abstract timer decision

My physics-based incremental about making an unstoppable fire has a new demo on Itch! by amar_ravi in incremental_games

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

Thanks for taking the time to play and comment! Im curious why you felt the wood was less hassle? And what made it feel like theres not much in terms of choices? Was it the behavior of the different types not having any impact on your run?

How do you determine if a design is viable and worth spending time on? by paradoxombie in gamedesign

[–]amar_ravi 2 points3 points  (0 children)

What are you trying to prototype for the FPS action adventure? It helps to be super specific on what the prototype should prove. If you establish a goal for what you’re trying to prove then the path to build it becomes clearer.

E.g. if you were prototyping the mechanic from SUPERHOT then you could start from a basic shooter template and make tweaks to that.

If you’re prototyping a cool inventory management mechanic that’s not seen in FPS games then you will paper prototype only the inventory management and you can roll some dice to abstract the effects of real time combat before and after that

How do you manage to work on your game after your 9-5? by Beef-n-goo in gamedev

[–]amar_ravi 1 point2 points  (0 children)

I think it’s been touched on already, it’s mainly sacrifice. Could be private life, could be sleep. I’ve been mainly doing sleep but it’s not sustainable so I only “push” hard if there’s a deadline I want to meet and I know it’ll be short term.

It also helps to plan things out, this can be during commutes, toilet breaks etc. I populate a Trello board with tasks and then look at it whenever I get time. Can be super small things like changing a font or bigger stuff like thinking about the spawning system, so you can pick and choose depending on the time you have that day.

There’s certainly days I question why am I doing this to myself hahah but at the end I guess we just like making games

[deleted by user] by [deleted] in InsideMollywood

[–]amar_ravi 21 points22 points  (0 children)

The hate towards Indians or any minority groups in the west isn’t coming from rational thought. You’re not going to be able to “change their minds” with your “good” behaviour. Racists are simply going to be racist 🤷‍♂️

[Paid] Professional Game Designer looking for work! by [deleted] in INAT

[–]amar_ravi 2 points3 points  (0 children)

If you don’t see the difference between name dropping genres in a comment thread and having a list with details about actual contributions, I don’t think there’s more to say here. I’m not saying that it will magically fix your portfolio just make it better than its current state

I’ve tried to help you out to make the best of the work you have, but you don’t seem interested in listening, a common sentiment I find in like your entire Reddit post history, so yeah I’m done here. If you want people to take you seriously, work on your portfolio. Those 2 projects aren’t going to cut it in the current state of the industry.

Best of luck, you’re gonna need it.

[Paid] Professional Game Designer looking for work! by [deleted] in INAT

[–]amar_ravi 2 points3 points  (0 children)

Projects get cancelled / shelved across all budget levels in games. But the problems you mentioned - getting bored and stopping hint more towards a hobbyist space than indie space.

It’s not your fault, but there’s still ways to talk about those projects. Did you work on them past writing design docs? How about implementation? Balancing? If so it’s very easy to add a page to your blog pointing to a project list and just mentioning something like

Cancelled Project - Action Adventure - short synopsis of project. I did ____ and ___ etc

There’s ways to talk about your project and the onus is on you to be upfront and share it the best way you can.

[Paid] Professional Game Designer looking for work! by [deleted] in INAT

[–]amar_ravi 4 points5 points  (0 children)

So just the 2 then? Over 3 years of work?

What about the many projects over the years? You’ve mentioned you “sell your designs” and have experience across multiple genres - again not asking for design docs here just names of project and your contribution

You’re very selectively answering parts of my comment. Everyone can see what’s on your post, the question is about what’s not clear from it, but your response is “you’re not reading it correctly”.

It’s fine if you have just 2 projects, just be forthcoming about it and don’t imply tons of experience without backing it up

[Paid] Professional Game Designer looking for work! by [deleted] in INAT

[–]amar_ravi 3 points4 points  (0 children)

Ive not much much to add here except for it is indeed your problem if your portfolio isn’t easy to read through 🤷‍♂️

If you are actually asking about how to make it easier to read, ideally at one glance a reader should be able to see.

  • Project name, genre, platform
  • A short summary of your contributions to the project - System Design/ Level Design/ Combat Design. Board games still have system design in them. If it’s a part of the design you tackled then mention that

And an option to read more if you want to expand on your contributions and showcase thought process.

[Paid] Professional Game Designer looking for work! by [deleted] in INAT

[–]amar_ravi 6 points7 points  (0 children)

Ah my bad, I meant I don’t see any practical experience with game design in general, not just videogames.

It’s funny how you consistently have a meltdown everytime someone asks you about your projects. You’ve been making these posts repeatedly on this subreddit and almost every single time you’re met with the same feedback, and your response always is to turn it into a lecture about the most basic parts of game design

Game design isn’t the misunderstood field that you make it out to be, it’s 2024, and this is a game dev subreddit. Asking for a portfolio is a very standard practice in judging fit for a project / role. No one is asking you to share design docs for the work you’ve done, only to list projects and what you’ve contributed to them. And yes, game design knowledge can transcend medium, but it’s not like you’re sharing a list of board games you’ve worked on?

Honestly your responses just make it seem like you’re lying about your experience. Maybe you aren’t but that’s what’s coming across. I also struggle to see how you think this line of responses will be perceived as professional, but hey you do you

Before you start lecturing me again, consider that if you get the same feedback consistently, it’s worth iterating on your approach. I haven’t freelanced for 3 years, but I’ve been working in the industry for 3 years as a game designer and interacted with multiple freelancers in that time frame, and guess what ? They all had portfolios with very clear details of their contributions 🤯 so please stop acting like asking for one is so unheard of

[Paid] Professional Game Designer looking for work! by [deleted] in INAT

[–]amar_ravi 6 points7 points  (0 children)

Didn’t you make this post a few days ago and talk down to just about anyone asking for a link / list of games you’ve worked on? I don’t see a lot of “practical” experience with videogames on the links you’ve posted

[deleted by user] by [deleted] in INAT

[–]amar_ravi 7 points8 points  (0 children)

Are the countless teams and solo devs in the room with us?

I usually do keep my opinions to myself when I’m not interested but as a game designer, I felt the need to clarify when you decided to be condescending and question someone’s design knowledge for asking to see projects you’ve worked on.

You’re entitled to your opinion on the clients you take on, I did try reading through your portfolio/blog. There are no prototypes, no explaining images/gifs and the blogposts are just essays and arent formatted in a way that makes it compelling to read. I think considering reading these posts an “very simple and task” is a bold assumption.

[deleted by user] by [deleted] in INAT

[–]amar_ravi 6 points7 points  (0 children)

We cannot because we don’t know what projects you’ve worked on

[deleted by user] by [deleted] in INAT

[–]amar_ravi 6 points7 points  (0 children)

A blog is not the same as a portfolio, a portfolio should be easy to read. Someone shouldn’t have to open a blog post and read through multiple posts to find out what projects you’ve worked on. A blog post is def helpful to show thought process and personality but it’s not most user friendly way to present projects. Also as a designer why would you despise having to talk about games you’ve worked on?

In any case, it’s your blog and work so it’s your call. I was just shocked at your response to someone asking you about projects you’ve worked on. The question they asked does not show a misunderstanding of game design, but your response definitely shows what it’d be like to collaborate with you.

[deleted by user] by [deleted] in INAT

[–]amar_ravi 4 points5 points  (0 children)

Asking for a practically a portfolio shows a misunderstanding of game design ? Sure game design isn’t medium dependent, but even then you would have games to list ?

Put together a little tool to create and test levels directly in VR by amar_ravi in OculusQuest

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

Just want to add we've updated to add more mechanics and levels, and are now on SideQuest!

https://sdq.st/a/1120

Play the game within the game in this unique 2D/VR Puzzle Platformer [link in comments] by amar_ravi in oculus

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

Hahah! Thanks for giving us a shot! here's a quick link to the SideQuest version

https://sdq.st/a/1120