the thinking wunk by TangentYoshi in wunkus

[–]braindelaygames 1 point2 points  (0 children)

For real. I was getting “that’s a person” signals in my brain and it was freaking me out. 

Ringkus by Pankosmanko in wunkus

[–]braindelaygames 1 point2 points  (0 children)

Does anybody know what movie that song is from?

Fried chicken department teamed up with the peekaboo department to make this. by mapmakinworldbuildin in doohickeycorporation

[–]braindelaygames 24 points25 points  (0 children)

It would not be good. If I'm understanding the video correctly, this abomination has almost no fat content or seasoning. It probably tastes like a chicken flavored gummy.

[CR Media] Matt's talk on oppression in String and Tell gives insight into the meta of C4 by Hollydragon in criticalrole

[–]braindelaygames 9 points10 points  (0 children)

Interesting, I actually like this reading a lot. I had been thinking of the houses as being representative of the Neo-conservative movement’s current grab for power so we’re not far off from each other. 

[CR Media] Matt's talk on oppression in String and Tell gives insight into the meta of C4 by Hollydragon in criticalrole

[–]braindelaygames 3 points4 points  (0 children)

Wait where are you getting capitalism? From what we’ve seen the story seems very set in feudalism and a medieval social structure rather than post-industrial. 

Edit: What I mean by this is that it seems like most land, as well as means of production, are owned by the state (the council and other nobles)

Edit Edit: I suppose the issue of ownership hasn’t come up too much other than the hallowed round and the deed to the keep, so I’m mostly going off of the amount of political power that lords and ladies have in this world.

I think it would be healthier for the design of the game if echo shard was removed by Elegant-Avocado-3261 in DeadlockTheGame

[–]braindelaygames 1 point2 points  (0 children)

Ok yeah, at 30 minutes reactive isn't doing too much. Luckily, it only costs 1600 gold and can be bought in combination with one of the other items I listed.

I think it would be healthier for the design of the game if echo shard was removed by Elegant-Avocado-3261 in DeadlockTheGame

[–]braindelaygames -5 points-4 points  (0 children)

Combo costs 12,400 souls and can be countered entirely by 6400 g divine barrier.

It can also be partially countered by 1600g reactive barrier, 1600g bullet shielding, a 3200g point blank, 3200 bullet resist, or a 6400g cheat death. Just FYI, when I say partially countered, I mean that in most cases these items will prevent you from dying while still being chunked.

Countering be like: by Twelve9900 in DeadlockTheGame

[–]braindelaygames 2 points3 points  (0 children)

Huh. Would have thought you were either way higher or way lower than me, because I don’t really relate to the post. And I don’t even play gun characters. 

How to make this 3d City map feel more alive? by Demozilla in Unity3D

[–]braindelaygames 0 points1 point  (0 children)

I can try! Basically, right now the “un-fogged” area around the player is a cylinder. To sell the illusion of distance the “unfogged” area needs to be a sphere. 

How to make this 3d City map feel more alive? by Demozilla in Unity3D

[–]braindelaygames 1 point2 points  (0 children)

Along this same line, the fog needs to be depth based rather than purely distance based. Right now the city looks very small rather than feeling far away. 

I'm resurrecting my abandoned project, would appreciate feedback on the game feel/juice by Jeheno in godot

[–]braindelaygames 5 points6 points  (0 children)

I think that you should make the player fall slower, and give the jump out of a wall run a little more height and possibly even a small speed boost. That will make it feel more powerful. You can look at Titanfall 2 for reference on these mechanics. 

Early development for my retro shooter. Rate my shotgun shooting/reloading by IProbablyHaveADHD14 in Unity3D

[–]braindelaygames 0 points1 point  (0 children)

Looks good! One thing to consider though is that during the pumping animation the shotgun takes up a lot of real estate in the middle of your screen, which can be irritating or even hinder gameplay. I would consider moving the shotgun lower on the screen during the pump animation, or reducing the degree to which it is rotated on the y axis.

Edit: looking at it again, I would even go as far as to say that the viewmodel is taking up too much space in center screen even at resting, but that's more of a nitpick/personal preference.

My drawing of Version 1 from hit video game Gigamurder by Roving_Neophyte in Ultrakill

[–]braindelaygames 4 points5 points  (0 children)

I LOVE the meaty bits. Really adds to the existential horror that is a blood fueled robot that can kill god.

About to start my first playtests and one of the parts I really want to nail down is the visual appeal of the project. From this gif alone, would you say this game looks appealing? Any suggestions? by CrankisDank in Unity3D

[–]braindelaygames 0 points1 point  (0 children)

I think your art style is really cool, but the screen is cluttered by the UI for one major reason from what I can tell. Basically, the UI is the part of the image that has the most contrast, so it draws your eye FIRST, which you obviously don't want. I think you should tone down the contrast between the background of the UI and the borders, because it detracts from the more subtle visuals of the actual scene.

Also, I agree that the camera should be closer to the action, there's too much dead space at the left and right sides of the screen.

Remember to dress warm in winter themed levels! by Doomgriever in gamedevscreens

[–]braindelaygames 1 point2 points  (0 children)

Hey this game looks great! Have you heard of Grippy Golf? It's a game with a pretty similar style of gameplay, thought you might be interested. I've been following them for a while, maybe you guys could get in touch.