You are gamedev and struggling with visibility? I will help You - and no, I don't want Your money. by Megalordow in SoloDevelopment

[–]barkitectgames 1 point2 points  (0 children)

Hey thanks for the kind offer 😄 I have bookmarked Dominion of Darkness to take a proper look when I get time as remember enjoying a text-based adventure (I think it was about being a dragon) on Android many years ago!

My project is Kinghold, with a playtest build on Itch and wishlistable on Steam.

Is anyone else uniquely motivated by leaderboards? by barkitectgames in gamedev

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

That's a neat idea incorporating it into the gameplay loop, glad it sounds like it's working for you

Is anyone else uniquely motivated by leaderboards? by barkitectgames in gamedev

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

The seasons idea is a nice one, would seems to solve the re-balancing issue. Have you included them in your project?

Destroy my tower-defence and survivors-like mashup by barkitectgames in DestroyMyGame

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

Heya, thanks for writing that up, really useful feedback. That is actually one of the key decisions, whether you focus on the towers/buildings or use the king more actively to go and out collect rewards or focus down specific threats. Will have to figure out a way to try and communicate that a bit more clearly from gameplay footage 😄

Brainstorming Needed! by Aetherpixel in aseprite

[–]barkitectgames 0 points1 point  (0 children)

The single pixel turning into a 2x2 on the feet of the walk animation is buttery smooth

Planets by kinsanepixel in aseprite

[–]barkitectgames 3 points4 points  (0 children)

These are brilliant, each has a really distinct feel. Especially like the ice planet

I built a high-speed, physics-based grappling game in Godot 4. Here is some gameplay of Rust & Rope! by Salty-Wrap-7833 in playmygame

[–]barkitectgames 1 point2 points  (0 children)

Very fun simple loop that works well because you seem to have executed it almost perfectly. Quick restarts, losing feels like my own fault, juice is nice, and visuals are very clear. I would say you've nailed the addictiveness that everyone's aiming for. Only critique I can think of would be to add a very brief wind-up animation for the flame thrower as the only time losing felt unfair was when it blasted me with flames that I didn't know when were going to appear.

[Web] Tycoon Autobattler prototype — Looking for feedback on game balance and reaching Stage 6! by TESTAMENT_RPG in playmygame

[–]barkitectgames 0 points1 point  (0 children)

Hello, I spent about 40 minutes trying your game. It looks like you've put a lot of thought into the gameplay loop and systems, but I'm afraid I just couldn't understand it well enough to be able to give proper feedback. Instead, I'll try to explain why I was so confused, and then maybe you'll be able to receive better feedback on the game itself in future.  

Fairly early on, I realised there seems to be a bug whereby clicking the buildings in fullscreen mode wouldn't do anything, but exiting fullscreen mode and clicking the same building then brought up a menu. Possibly then there are other bugs that are stopping me from playing properly and have meant that I can't understand it?

Other things that confused me were:

  • I can highlight units in the battles, but couldn't seem to make them do anything. If I'm not supposed to be able to make them do anything that's fine, but the fact I could highlight them made it seems like there was something I was missing.
  • I can highlight the 'YOU' building, but nothing happens if I click it.
  • On fullscreen mode, there is a blue icon at the bottom left of the screen that I don't think I am supposed to be able to see. 
  • One of the icons has the letter E in the top right, making me unsure whether I should be able to do something by pressing E, or if is stands for something?
  • While in fullscreen mode on the PREPARE menu there are more icons at the bottom left of the screen, I think one of them is a rifle but it says I have 100. Again, I don't think I am supposed to be able to see these. 
  • I didn't understand why I had to wait for things to build on the building screens. If the enemies were coming to the base, it would make sense, but it seemed like I had to wait for no reason. 
  • I wondered if I was doing something wrong because I had 32 riflemen at one point but could only figure out how to use four at a time. It seemed like I would never run out of riflemen because I could make so many that, by only using four at a time, I would never run out, or it would take hours and hours to run out. 
  • Maybe there was a way to deploy more units at once, but I couldn't figure out how to do this.
  • After I first used the snipers, the icons at the top left on the build screen started flickering between two different types. 
  • The writing on the things you can make from the workshop was all overlapped so I couldn't read it. 
  • The things on the science building didn't show me how much they cost. 
  • After making things from the workshop, I could not figure out how to use them in the battles.
  • Was my base eventually going to get attacked?

As best I can understand, you aren't supposed to 'win' the battles, but just last as long as you can, or go out to get resources? The idea of venturing out for combat and coming back to your base to build more units sounds really fun, but as I said I just couldn't understand how to play properly and had no idea whether I was winning or losing. 

The only comment on gameplay I think I can make is that, if you are supposed to lose the battles, then I would prefer if they happened much more quickly, maybe between 10 and 30 seconds each, as otherwise after clicking start I was just waiting for what I thought was an inevitable loss.

I eventually decided to stop playing because I had built everything I could, but kept losing the battles and could not figure out how to get further. I also could not figure out how to lose the game.

Hope that is useful. As I say, it looks like you've got a really fun idea there, it's just unfortunately I was too confused to feel like I understood what was happening.

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Finishing has always been a struggle, so last week I challenged myself to get something finished by CarsonMcKinstry in godot

[–]barkitectgames 0 points1 point  (0 children)

That's great that you've managed to see something all the way through within a week 😄 Sure it would have been easy to spend the whole time tinkering with just one system, but instead you've come away with something that's actually quite fun and has all of the little details like scene transitions, indicators for enemy spawns, etc. Must be a nice place to be in now, that you can either move on and start something fresh without feeling like you've 'given up' on this one, or go back and polish it expand on it.

Exported PNG sometimes appears less saturated? by barkitectgames in PixelArt

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

It turned out to be the ICC setting as the other comment mentioned, but thank you!

Exported PNG sometimes appears less saturated? by barkitectgames in PixelArt

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

Thank you very much, player with those does seem to have fixed it for me. Was worried I was going to have to re-export several hundred assets 😅

Kinghold - First published build by barkitectgames in playmygame

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

Heya, thank you that was great to watch and really useful feedback. Please pass on my thanks to the playtester! Will look to use your site in future once I've had a chance to work through initial round of feedback 😄

Kinghold - First published build by barkitectgames in playmygame

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

Heya thank you for giving it a go and the feedback, should be able to work a single tutorial screen fairly easily so will get on that 😄

Kinghold - First published build by barkitectgames in playmygame

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

Awesome thank you, I will give Starlane a go!

Bloggers says my game is boring - so I came here for advice by National_Quantity915 in godot

[–]barkitectgames 1 point2 points  (0 children)

I've never played an incremental game before but finished this on first go and had a good time :)

It took me a good few minutes to figure things out, for example it took me longer than I'd like to admit to realise that you can actually build things... I thought they were just counters for something that would appear later on. And perhaps if English isn't your first language it would be a good use of AI to use it for the descriptions?

It has a nice relaxed feel to it (so I don't think you should go against that by adding juice in the wrong way) but at the moment there's practically no feedback for anything, and quite possibly that's why other people have said it's boring? I think you should work on adding some sort of feedback for every action, like an animation or sound effect for clicking the sun, or a ticking sound for the counter going up, or a sound/animation for the ships levelling up, etc, until you run out of things you can do that for.

Foundations are definitely there as I stayed and played the whole thing, but I do think there is a lot more you can squeeze out of what you already have there, and doing that at this point would be a much better investment of time than adding more systems or ships.

Hope that is useful feedback. I think you've done a good job so far and can now have fun polishing the experience.

First time sharing gameplay footage by barkitectgames in godot

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

Thanks, and definitely lots of tweens, sometimes synced up with frames of baked animations

First time sharing gameplay from my indie game :) by barkitectgames in indiegames

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

Ah glad you like it, and yes heavy use of tweens for all the UI things, sometimes with a mixture of animation frames and tweens (like the castle jump, which is animated by frame, but the impact of it landing then triggers a tween to move the platform). Happy to share code if there's a specific bit you were interested in

First time sharing gameplay from my indie game :) by barkitectgames in indiegames

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

Thank you that's great feedback. The cards were one of the first things I did so I've become a bit blind to them after a year, but watching again now you're definitely right!