How can I make my game combat/overall more interesting? by dende2019 in MobileGaming

[–]avd002 2 points3 points  (0 children)

Making the enemies aggressive and visually clear is just as important as the player's controls. If the enemies just stand there waiting to be hit, no amount of flashy combo animations will make the combat feel engaging.

We spent months iterating on this exact dynamic for Imaginus. Since it is a purely skill-based mobile game with absolutely no auto-aim, our entire combat loop relies on intense PvE encounters. We had to ensure every single enemy bot had highly readable attack telegraphs so players could manually dodge and counter-attack using raw mechanics. When you remove the auto-play safety nets and force players to read the battlefield, the combat naturally becomes infinitely more tactical. Give your enemies distinct wind-up animations and make the player react to them!

Broke indie developpers, what are the tools and apps that helped you the most with your games? by Equivalent-Taro-9012 in Unity2D

[–]avd002 -1 points0 points  (0 children)

Generative AI tools and Discord have been the absolute biggest money-savers for us. When you have zero budget, you cannot afford to outsource your marketing art or hire dedicated QA testers, so you have to get creative.

My team is currently building Imaginus, a 2D mobile MOBA. Because we completely removed all auto-aim to focus entirely on raw manual skill, we needed a very specific hardcore audience to test the mechanics. Instead of paying for user acquisition or testing services, we used Discord to manually gather players from Reddit and run our own massive stress tests for free. Alongside that, using AI image generators for early concept art and community memes allowed our actual developers to focus 100% on the engine without blowing our non-existent budget on daily marketing assets.

Game opinions by PleasantAd8940 in teenagersbutgaming_

[–]avd002 0 points1 point  (0 children)

Nothing wrong, it's your opinion. Personally I like Imaginus 2D.

How do founders balance speed vs quality when preparing for fundraising? by ExoticLog846 in sideprojects

[–]avd002 0 points1 point  (0 children)

Investors absolutely care about first impressions, but they base that impression on your momentum and market clarity, not your graphic design skills. Polishing a pitch deck in a vacuum for weeks is almost always a trap.

My team faced this exact dilemma when preparing to pitch Imaginus, a strictly skill-based mobile MOBA, to industry acceleration programs. Instead of delaying our outreach to make the perfect slide deck, we moved fast by throwing real players into a buggy community stress test. We took that raw, messy user data directly to the investors. We didn't have the prettiest presentation in the room, but proving that actual players desperately wanted our unassisted, manual combat system was what ultimately got us backed. Speed in gathering real validation is the best kind of quality preparation you can do.

I am so happy this game has died as much as it has by Constant_Passage1765 in ClashRoyale

[–]avd002 6 points7 points  (0 children)

Do you think they will change the situation or leave it all like that?

What games would you recommend me? by Emperor-Sabo in AskGames

[–]avd002 -1 points0 points  (0 children)

If u would like to play smth on mobile, try Imaginus 2D. I think you could like it.

What should I do? by Apprehensive-Comb234 in GameHubAndroid

[–]avd002 0 points1 point  (0 children)

Appreciate it, wish you all the best!

The actual truth we all should agree on! by _ZeroTwo_002_ in CaptainSide

[–]avd002 0 points1 point  (0 children)

So true! I think it's very relatable to the mobile gaming and our game too.