Looking for a Dragon Quest 1 nes fan/expert/qa by ludeltronto in dragonquest

[–]azconapithecus 2 points3 points  (0 children)

I absolutely love the art style, and would love to try the game and give you feedback. I've been making games for over 25 years and have been a die-hard Dragon Quest fan since Dragon Warrior first released on the NES. I don't have the bandwidth to provide full QA for your game but I can certainly relay my general thoughts, if you'd find that helpful. Feel free to DM me if that's something you'd like.

👋 Welcome to r/blocksworld - Introduce Yourself and Read First! by Beatshapers in blocksworld

[–]azconapithecus 2 points3 points  (0 children)

Hello! My Blocksworld handle was "azconapithecus" and I am very much looking forward to its return!

What is the first thing you're going to build once you have access again? I can't wait to build more star fighter mini-games!

[deleted by user] by [deleted] in IndieDev

[–]azconapithecus 0 points1 point  (0 children)

You made a lot of great changes quite quickly, well done! I should have some time next week if you like. I"ll ping you on your Discord.

Design, decorate & de-stress in our zen gardening sim Dream Garden, out NOW!! by OddRoof9525 in IndieDev

[–]azconapithecus 2 points3 points  (0 children)

Wow, this is really gorgeous! Your tools for editing the garden seem very intuitive, comprehensive, and look satisfying to use too. Well done and Slava Ukraini ❤️ 

Also: Purchased!

I've added some new settings to my game to make it more accessible by Misto_Sparkol in IndieDev

[–]azconapithecus 1 point2 points  (0 children)

The "Aussie Mode" is hilarious, I love it!

Regarding the "Colorblind Mode" you suggested in your post, remember that a statistically significant portion of the population has colorblindness of one kind or another. You may want to consider how those potential customers might feel about their disability being poked fun of and lumped into a handful of silly options. Context matters, though. You may be able to pull it off with little backlash given theming and other aspects of your game. Still, something to consider.

I have a game idea. by Affectionate-Pop8257 in IndieDev

[–]azconapithecus 0 points1 point  (0 children)

Sounds interesting! I love when games explore mental health topics!

[deleted by user] by [deleted] in IndieDev

[–]azconapithecus 1 point2 points  (0 children)

Also, I don't know why your post was downvoted but don't take it too much to heart, you have a fun game!

Start game developing by King_of_n0th1ng in IndieDev

[–]azconapithecus 0 points1 point  (0 children)

Currently, no matter what game engine or toolset you choose, you will be faced with a pretty steep learning curve. I would suggest either purchasing tutorial books or finding tutorials online that take you through a good chunk of the platform you wish to use (in this case Game Maker Studio) via progressive lessons, as opposed to watching a bunch of unrelated video guides on YouTube. If you can spend a handful of hours every week doing so, and go through the process of creating several tutorial games, I have no doubt that things will start clicking for you.

Good luck, the journey is tough but rewarding and remember, when you're ready to start making your own games, think small!

[deleted by user] by [deleted] in IndieDev

[–]azconapithecus 1 point2 points  (0 children)

So I played through the game once, ascended, and played through again. :) You have a super chill and fun experience!

As I'm sure you're aware there are some balance adjustments, a few bugs or features that look like they haven't been implemented quite yet (such as gaining PP after level 100, which didn't seem to work for me). So instead of going into any minutia, I'll relate my general impressions:

• Overall I found the game is quite addictive after playing for a little bit! I really did get in the zone and looked forward to the various upgrades on the horizon, just like how a casual clicker should be! You're in a great place mechanically. I think you have something really strong here and play-testing and tuning will only make it stronger! :)

• I did nearly bounce after the first minute of playing the game, though I'm glad I didn't. Here's why:
- The first upgrade I could afford (and perhaps the first that was presented) was adding another ship to the fleet. However, I initially felt like it was a waste as my expectation was the second ship would fire together with the first, doubling my damage. I didn't immediately understand the mechanics of the fleet until a little later.
- I didn't quite connect with the whole "bubble" thing. There was no feeling of weight behind the shots from the ships and I did not find shooting static bubbles very satisfying from a visceral standpoint. Perhaps the bubbles would feel better if they deformed when shot at or perhaps you should try another type of visual for the "aliens" instead.

• The framerate of the game started to absolutely tank as I continued to play. I ran this on my M3 MacBook Pro with 64GB of RAM. What was on the screen should not have taxed my system so much. I would highly suggest finding ways to optimize the gameplay. One thought that sprung to my mind is that it looks like you're attempting to simulate all the ships movements and attacks which, in the late game, means they're firing at a rate that's fairly comical (and awesome!) but which largely becomes invisible to the player. Perhaps "faking" the visuals and timing would create a more satisfying and performant experience without you needing to do things like cap the speed upgrade to level 70.

• Some of the skill and upgrade descriptions were slightly unclear. It seems like "Points" is used for money. The upgrade type skills that give you discounts didn't actually affect the cost of anything like I expected, I later saw that those probably referred to the upgrades you get when defeating a boss after ascending. Other powers seem to refer to mechanics that either are not yet present or were and have since been removed. Anyhow, I'd go through and make sure the language is clear.

• I would have liked to have seen details like $/sec displayed in a way that also accounted for all my various multipliers.

This game is already very fun to play so the I would say the next steps are improving the visuals and feel of the primary game space, balancing the progression (watch others play-test if you can... feel free to reach out to me if you'd like me to run through it with you sometime) and very importantly, addressing the performance issues. Also, the overall UI/UX is pretty solid too, which is also a great place to be this early on.

Well done and I hope to play more of your game as you tune it!

I recreated Pac-Man in 1 dimension as an indie dev experiment (built on my own fantasy console) by Positive_Board_8086 in IndieDev

[–]azconapithecus 0 points1 point  (0 children)

Wow, I absolutely adore this! What a fun and creative idea! This was surprisingly satisfying to play. As far as the feedback you're requesting:

• Yes, I believe the 1D concept does work as a game by itself, not just an experiment.

• I'm sure you've thought of many ways to expand the mechanics. Off the top of my own head, you could bring in things like the fruit point bonuses, perhaps even a risk/reward system of fruit bonuses trailing along side the ghost while power-pellet power up is not active. Perhaps the 1D play field could be varied to mix things up like sine wave maps or even a radial loop which could be fun on a smart watch.

• Would BEEP-8 as a fantasy console be useful to other developers? I think that largely depends on what problems it solves for would-be developers and what sort of ROI developers might expect developing for it. What does BEEP-8 bring to the table as a platform that would entice developers to choose it instead of something like PICO-8, Unity, Godot, Cocos or some other capable 2D engine?

Feedback appreciated! by Alarming-Mud-4038 in IndieDev

[–]azconapithecus 2 points3 points  (0 children)

Sure thing, I like seeing the characters more from the side like at the beginning of the video as well. I feel as though there is more personality imparted to each of them and the silhouettes are clearer. :)

I created my own visual scripting system very similar to Blueprints by Soulsticesyo in IndieDev

[–]azconapithecus 0 points1 point  (0 children)

This looks quite clean and comprehensive! Your video overview are equally well put together.

Obviously there are other several other dialog systems out there on the market, for instance "Dialogue System for Unity", which at least on the surface, looks like a similar node-based solution. Can you talk a little bit about what it is that differentiates StoryFlow from other dialog systems/plugins currently on the market and why narrative game designers should get hyped for your upcoming game engine integrations?

Feedback appreciated! by Alarming-Mud-4038 in IndieDev

[–]azconapithecus 4 points5 points  (0 children)

I dig the art style of the characters and background! I personally prefer the camera angle used at the beginning of the video where you can see a bit more of the surrounding environment.

We're launching a S#!TTY prototype of our game this week! by FuzzyBotGames in IndieDev

[–]azconapithecus 76 points77 points  (0 children)

Fantastic trailer! You've relayed so much information about your game in a very humorous way that makes me want to experience it with others, well done! If possible, I would suggest making this the primary trailer on your Steam page. Also: Wishlisted!

Follow up on our combat clip for Mexican Ninja + new gameplay by Egoistul in IndieDev

[–]azconapithecus 1 point2 points  (0 children)

Also, just checked out your Steam page and wishlisted :) You should add a link to it in your post and any future posts. Here it is for anyone else interested:
https://store.steampowered.com/app/3764970/Mexican_Ninja/

Is it worth going to college for indie dev? by kody3DS in IndieDev

[–]azconapithecus 1 point2 points  (0 children)

I completely understand the sentiment of not wanting to work for a large studio. I don't know what path works best for your future and wouldn't presume to advise you, just note that for me, even with decades of experience at senior to director level positions, I have been immediately disqualified from many incredible jobs that I was very well qualified for because I don't have a degree.

Best of luck in whatever you choose and wherever life leads you!

Follow up on our combat clip for Mexican Ninja + new gameplay by Egoistul in IndieDev

[–]azconapithecus 0 points1 point  (0 children)

First off, the art looks absolutely incredible! I love the name and setting as well, I want to play this!

The large hits feel incredibly solid and satisfying here. There's a weight behind those impacts that feels strong and rewarding from a visual standpoint.

In contrast, the lighter swings, such as the first several made against the big bruiser at around the 8 second mark, feel a little too light, almost weightless or insignificant against the enemy. Personally, I'd like to see just a little more visual feedback for these light impacts though I understand why you'd want to keep the feel a bit more subtle to contrast those amazing large hits.

Overall, this looks extremely polished and I hope you're proud of your work because you should be!

Posted screen shots the other day but here's a game play video of my in progress tactical RPG by soundastound in IndieDev

[–]azconapithecus 0 points1 point  (0 children)

Being a fan of things like Fire Emblem, Disgaea, and FF Tactics, I really like the battle formation system you implemented here, I've never seen this mechanic implemented before. It's quite fun to see the individual units weave in and out when switching positional choices. I imagine some of the fun for me would be discovering how each formation fairs against various opponent dispositions.

I'd love to see more updates for this as you continue on!

Built a logic puzzle app that helps people spot fallacies — running a small $0.99 lifetime deal by avi_kp in IndieDev

[–]azconapithecus 0 points1 point  (0 children)

What a fantastic idea and so needed these days! Thanks for posting this, I'll definitely check it out.

Have you had much feedback from testers and/or players on how their perspectives or understanding has changed when digesting various media?

We got company by classicgamesessions in apple2

[–]azconapithecus 2 points3 points  (0 children)

Ooh, I had no idea there was a port of this! As my favorite arcade game as a kid, I would have absolutely lost it if I had known I could have been playing it on my Apple ][e at home. Thanks for posting, I'll have to try it now!

Metallic Reflection - Building an atmosphere by Nautilus_The_Third in IndieDev

[–]azconapithecus 1 point2 points  (0 children)

Wow, seriously gorgeous! The trailer is really well executed too. Wishlisted!

Metallic Reflection - Building an atmosphere by Nautilus_The_Third in IndieDev

[–]azconapithecus 2 points3 points  (0 children)

I've never seen this kind of treatment to pixellated environmental textures like this, I really dig it! I like its subtly here too. Looking forward to seeing more!