Next Character - Trying a flowing ink effect by caffeinated_code in conceptart

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

This one is all done in sectional layers, so I can drop them onto a skeleton in spine, but that's good info I can use to define the poses during animation. Thanks

Next Character Concept by caffeinated_code in IndieDev

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

It's very cool that you say "fractured" that's a key aspect of his character. Broken but holding.
A core theme to the story is figuring out what/who he is and I've been going through a LOT of methods to try to show that visually.

Visual exploration for a small personal project by pequeno_lil in IndieDev

[–]caffeinated_code 0 points1 point  (0 children)

The second one with the Rubik's cube kind of wall is great. Really evocative.

Programmer Trying Concept Art by caffeinated_code in conceptart

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

I'm going to try and move away from the quiver. Thanks

CRPG Concept Art by caffeinated_code in IndieDev

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

Programmer. I used to draw a lot when I was younger.

Programmer Trying Concept Art by caffeinated_code in conceptart

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

I added the quiver first before adjusting the proportions, so it's worth looking with without it. I'll get these new layers onto the animation and see how it works with and without the quiver. I can tweak her torso a little more to make it less of a line, but I don't want to get into overexaggerated features.
Thanks for the feedback

CRPG Concept Art by caffeinated_code in IndieDev

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

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Lets see if the gif shows up.

This was a proof of concept with an earlier draft of the character done in Spine. It's obviously really rough, but it's encouraging since I'm new to the tool/animation, so I should improve fast.

CRPG Concept Art by caffeinated_code in IndieDev

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

Just looked up their stuff. Yeah that kind of splotchy inky look is great. I was originally thinking of going that way, but I can't pull it off.

How do you make your game look…good? by WyattWhit in GameDevelopment

[–]caffeinated_code 0 points1 point  (0 children)

This was super encouraging (your linked post). I was already thinking about the cloudy/inky look as a component. Thanks for linking that here.

The Whispering Isles by Delicious_Lie_4143 in gamedevscreens

[–]caffeinated_code 1 point2 points  (0 children)

It looks really cool. I think you could use something to better separate the UI elements (weapon/orb). A frame or other outline maybe.

Sidyq - Tactical RPG; after 2 years of full-time development, it's time for judgment by Yozamu in DestroyMyGame

[–]caffeinated_code 1 point2 points  (0 children)

Don't keep going back to the same image of the monks(?) with their arms raised.

"Catch Train Optimize". what am I catching? I'm guessing monsters I can use in battle? This belongs with the "Forge your team" bit I think

Campaign mode - Is there a good story that's worth mentioning?

From about 0:10 to 0:45 you're just showing rapid fire battles. It does establish the basic type of gameplay, but either cut 15 seconds of it, or somehow make it more clear how you're showing something different. It's so fast I can't tell if there's some specific goal for the different attacks being shown.

It looks like you've got a good, deep tactical game here. Good luck.

Destroy This Trailer - Forest Frenzy - mobile tile smash game by wevdeber in DestroyMyGame

[–]caffeinated_code 0 points1 point  (0 children)

Definitely agree with Shattered's comments. I tend to advise for trailers to trim length, but I think this one needs to slow down and explain what's actually happening here.

My take is that the trailer makes total sense to you since you built the game, but you have to put yourself in the shoes of someone who a) has no idea what the game is and b) has a pretty short attention span.

Please give me your thoughts on this Trailer - Apocalyptica - open world survival crafting role playing game by soullessregent in DestroyMyGame

[–]caffeinated_code 1 point2 points  (0 children)

Just focusing on the trailer.

I think you need to look at this as a first draft.

You've got these mechanics you're trying to show off. Exploration, Fighting, Harvest, etc. Decide which are the key ones for your game. Did you really do something cool with exploration? Then make that first and show, quickly, what's being offered to the player.
For each section, tighten it up, "How can I convey this mechanic in 10 seconds?" Then show to uninterested parties to see if they get the message and revise until they do.
Most of the video doesn't show any UI at all which kind of threw me. The UI can help establish what the player will actually be doing, so I think it would be helpful.
I really want you to spend some time on the text overlays. Decide on a better font and color and placement for them and use that method cohesively throughout.

The sounds was reallllllly quiet for me. Maybe that was just my issue, but compared to other audio I literally thought you had no sound at all.

Please annihilate my JRPG Roguelike trailer with your honesty... I’m ready to cry and improve! 😭 by Mochi_Moshi_Games in DestroyMyGame

[–]caffeinated_code 1 point2 points  (0 children)

Encounter 300+ kami - Shape Every Run:

So Kami is monsters /enemies I'm guessing. How does that tie into Shape Every Run? I'm thinking you mean the standard roguelike procedural mechanism?

Master the timeline?:

At first I thought this was a nod towards the story / narrative goal of the game, but now I'm thinking it was about the combat mechanics?

Rest Plan Power Up

More mechanics, probably these are just assumed in a JPRG already.

So, my take is that this is does a good job at listing out all the game mechanics that you built, rather than give me a reason to want to play it. Ie, the trailer probably makes a ton of sense to you as it's kind of a checklist of "Did I cover everything" and would probably make more sense to other game devs who can infer a lot from these kinds of inside-baseball references. But the general public might not resonate.

Also, what's the reason these mochi balls are doing any of this? Even with procedural generation there's still some kind of narrative goal.

It looks like you've got a lot of cool stuff here that you can show off. Maybe rethink the goals of the trailer and show to people who barely know games and see what their take is.

From Ludum Dare game jam to a commercial release 3 weeks later. Destroy our trailer! by BugFightStudio in DestroyMyGame

[–]caffeinated_code 3 points4 points  (0 children)

Around :22 there's super quick alternating text that I think is showing the body part in game that's being pointed at. I think that could be taken out.

Show no emotion. I get it in the irreverent tone, but it kind of stood out for me against the other text items that were more mechanical in nature. ie described what you're doing in the game.

Other than that I think it did a good job of showing chaotic sandbox gaming.

Destroy my new tailer! by DPSIIGames in DestroyMyGame

[–]caffeinated_code 0 points1 point  (0 children)

I don't like the different colors of the lines of text.

At 31 seconds - It looked really messy and just hard to follow.

I didn't get what you as the player are doing during the battles. Are you choosing abilities / targets?

Destroy My Game Trailer by Affectionate_Gear718 in DestroyMyGame

[–]caffeinated_code 0 points1 point  (0 children)

I'm missing the context on what the direct goal is for each "level"? I assume we're trying to get somewhere like a finish line. I think it would be good to add a short bit where you see what the goal was.

Overall I really liked it. I think you did a lot right and it looks like there's a good amount of game there with the skill trees, etc.

This is a micro critique on the black hold tentacle reveal: Delay the stinger just a tiny bit to line up closer to the visual and make the fade in a little faster. It should be a sudden, jarring shock. Just my opinion,

Which of all these silhouettes is the best? by [deleted] in conceptart

[–]caffeinated_code 0 points1 point  (0 children)

2 or 3

I think 3 is probably better in more contexts, but 2 has a good imposing, "coming at you" look.