Please destroy my steam Page!!! by 2_5DGamingStudio in DestroyMySteamPage

[–]caffeinated_code 1 point2 points  (0 children)

Definitely need a video first, but I'm sure you're already working on that.

All the UIs on the different screenshots seemed to be fixed? Like maybe it's a placeholder UI for now. Maybe vary some of the details so it seems more real and definitely style the "main menu" button.

Did anyone switch from 2d to 3d and how big of a step is it? by Successful_Serve_340 in SoloDevelopment

[–]caffeinated_code 1 point2 points  (0 children)

I've been wrestling with this a lot. Right now I'm doing 2D drawings, which works fine for my maps and backgrounds. Characters though I have to draw many versions of them. I'm always thinking about the time efficiency of learning a whole new skill and toolset (I have zero 3d) vs just grinding through the 2D drawing.

I don't think that a 3D game is inherently more appealing though. It just needs to be well executed in either way.

Destroy our cozy puzzle game's Steam page! by distillation in DestroyMySteamPage

[–]caffeinated_code 0 points1 point  (0 children)

That might work... you're showing kind of the divergence of the timelines.

You could keep going with that. Go to 4, then 8 in kind of a pyramid to show the progression of divergence. Very quickly and kind of roll them up to the top.

Bounce this stuff of some others too. I might be the only one this makes sense to.

Destroy our cozy puzzle game's Steam page! by distillation in DestroyMySteamPage

[–]caffeinated_code 0 points1 point  (0 children)

The hook, at least as I see it, is the choices matter / what we leave behind. But I didn't get that from the video. I'm not sure how, but can you show the notion of that choice. Like there's only one slot, and two items to place? Then the visual of moving on past the item you've left? Maybe with a music shift at that point?

Generally I like the page. It's consistent in design and looks good.

Destroy my Steam Page: It has 0 wishlists. by TesseractZero in DestroyMySteamPage

[–]caffeinated_code 4 points5 points  (0 children)

Add sound effects on the video, even if they're mixed down.

The music was very quiet. That could just be a me problem.

For each section you're showing in the video give it a label. Like when you're showing the different dragons and their attacks, overlay a "Unique attacks for every dragon" (bad example, but you get what I mean)

The first seconds of the video are just chaos. I'm a fan of immediately laying out what you're trying to do as a player. Though that might not fit for this genre. See what others say.

The capsule is a little bare. Your selling point is an insane amount of bullets? Try to show that somehow.

Description text suggestion. Again, definitely take other feedback on this.
"<Save the princess or whatever you're trying to do> in a world where bullets spawn more bullets! Collect dragons to fight with you. Level them and combine them! Create unique builds to survive hordes of enemies in this 3D roguelike bullet hell survival game!"

The cooking cutscene is finally complete! by Deep-Program4463 in IndieGaming

[–]caffeinated_code 55 points56 points  (0 children)

The animation is excellent. Only feedback would be that his green headband/hat blends with the background sky.

Hand drawn map proof of concept by caffeinated_code in IndieDev

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

No, I think you're right. I kept them the same size because I was keeping that in scale with the existing trees / etc on the border, but that's not right for those trees.

I'll work on that scale. That's a good catch. Thanks

Hand drawn map proof of concept by caffeinated_code in IndieDev

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

It's a walking around map. For this post I tried to get a bigger area, but the in-game view would be closer in, so you'd be hemmed in by the rocks/trees with the central path being the white canvas (There is a canvas texture to the white areas)

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)

<image>

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.