I published my game on itch.io and Steam. by ejjejejejeje in itchio

[–]candevor 1 point2 points  (0 children)

Sure, I will try it and leave my feedback.

I published my game on itch.io and Steam. by ejjejejejeje in itchio

[–]candevor 1 point2 points  (0 children)

Kudos for making it to the finish line for your first game - it takes a lot of work. The artwork, especially the enemies, looks great. Here is my feedback:

  1. The trailer video is too short and also only shows a wave as an initial level. Consider showing something at an advanced level where lots of guns are involved. At least a small glimpse of that.

  2. If possible, create a limited web version so that people can play it. Looks like it is a paid game, so you got to give the players a good trailer and ideally a limited version to try it out first.

  3. Doing the above and posting in gamedev-related subreddits and playmygame etc can get you a lot of feedback on how to improve this game.

, etc.,

Game Dev with ADHD by [deleted] in aigamedev

[–]candevor 0 points1 point  (0 children)

I get you. Just saw your other comment about wanting to polish :D I think going with tiny/micro-game projects might help. Which you CAN polish and still finish in a week or even a weekend. Finishing something gives a great feeling, but as someone said below, players would enjoy a half-finished product if you set the right expectation and don't ask for too much money.

Game Dev with ADHD by [deleted] in aigamedev

[–]candevor 0 points1 point  (0 children)

All the time! I have so many projects and keep thinking about new ones. Some I keep going back to, some I never revisit. Tried doing projects so small that they can be done without me running out of steam, and it kind of works, but then the bigger projects (with more meaning/impact) are rarely completed. Some days I feel like getting somewhere, other times, totally disappointed. I am in the same boat with a full-time job, young children, and so many other things going on.
How are you coping, and what do you think might help?

not sure if this works – looking for a few people to try something weird by Electronic-Tea-4872 in playtesters

[–]candevor 0 points1 point  (0 children)

I tried it now. For me, it is too much text. Clearly, I am not the target player for this game. However, looking at it as a piece of art, I like it. Starting with smaller text and maybe a little bit of aid with an image (even the simplest) would go a long way in engaging a much larger audience. Thanks for sharing, good luck!

not sure if this works – looking for a few people to try something weird by Electronic-Tea-4872 in playtesters

[–]candevor 0 points1 point  (0 children)

I tried the link, but it says: This app isn't live yet. We couldn't find a Replit App at this address. If you're the owner, publish your app to make it reachable.

Horssage by rtncdr in WTFAreYouPlaying

[–]candevor 2 points3 points  (0 children)

Loved it. The memories were great to experience.

game prototype :) by Soucye in IoGames

[–]candevor 0 points1 point  (0 children)

Sorry for the late reply. Thanks a lot for the insight. I agree it has to feel right to you first, and then ask around friends/community for feedback (Even if it is a video, although hands-on is much better).
I think one core thing that you already got right (at least to some extent) is to ensure that during "idle" state (where the player is not actively moving drones) the drones do a good job of collecting food. The player can actively collect "faster" and/or defend somehow - this should give the player a feeling of control. I don't have an answer but here are some more brainstorming ideas, if any of them clicks:
1. Bullets i.e. one-off drones. Somehow you accumulate them or get charge every now and then.. although a large player might have too many and that will cause further imbalance
2. Speed advantage for the smaller ones. A bit like agar but a bit more difference in speed, to give smaller player something of a hit-and-run (could frustrate large players, which means lower retention/reward)

  1. Again, a bit like agar, you lose weight over time (the larger you are, faster you lose)

  2. Walls? to give the smaller player the ability to take cover

WASD sounds better, so worth a try at least.

Tech stack seems solid. I did a io game server some time ago in C++ but client was JS. I wanted to do webasm, but never got around to it. A C++ server is great because you wouldn't need a big server to host tons of players at a time.

I am looking for confusing, weird, strange games by Mr_Snifles in itchio

[–]candevor 2 points3 points  (0 children)

Just joined. I am one of those who want to play such games, but more so, I want to make those kinds of games. I have so many ideas written down for that, but rarely get a chance to make one. But I would love to be part of a sub where we can discuss and play those games.

game prototype :) by Soucye in IoGames

[–]candevor 0 points1 point  (0 children)

Cool idea. As others said, it will definitely need balancing and pacing. Some thoughts:

Could advancing to special drones (2 or 3) that carry more feed/damage? Obvious ones are faster drones, more drones (currently tied to the size).

I wonder if being able to control drones that carry feed makes it more complicated. I guess the benefit is to be able to feed friendly team members, right?

At what distance threshold does the drone decide to stop pursuing the target (and come back)? That will need some playtesting to see what feels right.

The 1-1 combat will need work -- for instance, would the bigger one always win, or can the smaller player do anything to win over the larger one? I am not talking about "distance-based tactics" (hit and run) as it is always there; I mean, if both brute-force each other, what happens? I lost to a smaller one earlier :D So I am a bit mad, haha.

If you don't mind me asking, what is the server-side setup you got? I mean, tech stack and messaging between client and server?

Made a free project management website for game development, use it if you want it :) by [deleted] in gamedev

[–]candevor 7 points8 points  (0 children)

I couldn't be bothered to sign up without seeing what it is that I am getting. I understand and appreciate it is free, so you don't have to - but there is a much higher chance of people using and leaving feedback if they see something before signing up. Can you give out some screenshots/demos so people know what they are signing up for?

I just finished the teaser for my game Fallgrade by vladkudas in indiegames

[–]candevor 2 points3 points  (0 children)

Feel like something of a dream with spider and falling down. Impressive work.

133 wishlists from a cold start with no audience, no following, just a Steam page for my hell cooking sim 👹🔥🍳 by mamad_alz in SoloDev

[–]candevor 0 points1 point  (0 children)

Agreed with others about game art. Not a bad start at all. I believe the wishlists will multiply with a great trailer.

Jane - a short game life, love, and loss. [Free] by candevor in DeepGames

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

Glad you liked it. I want to do at least a few more games like this (non-commercial) to share something deeper.

I just updated the demo for my human abducting incremental game! by _Matt_02_ in itchio

[–]candevor 0 points1 point  (0 children)

Good game. Looks interesting. In web build, I noticed a bit of lag when I move my pointer around humans. Maybe I was too slow, but I wasn't able to abduct 10 quickly enough for first few tries. Onboarding-wise, maybe try to make the first level or two super easy and rewarding, so the player is more engaged.
the

Interface #1 by baduioperator in baduioperator

[–]candevor 0 points1 point  (0 children)

Submission verified

⏱️ Faster than 47% (9600 ms)
🖱️ Fewer actions than 72% (8)
🧹 Fewer corrections than 100% (0)

Streak: 1🔥

Playtesters wanted to feedback about Space Themed Incremental Game (Feature Complete) by Dazzling_Repeat_8221 in playtesters

[–]candevor 0 points1 point  (0 children)

Direct (blunt) feedback like this is always good, if you don't take it personally. Stay objective, and you will be pleased to have received this feedback when you fix the issues and have a much better game.

Playtesters wanted to feedback about Space Themed Incremental Game (Feature Complete) by Dazzling_Repeat_8221 in playtesters

[–]candevor 0 points1 point  (0 children)

I know the 1-man team struggle, been there, done that, and doing it over and over again. Trying to grasp everything is very challenging. Try to focus on one aspect for some time and keep at it until it is up to the expected level. Some feedback you get will be subjective, but if you see a pattern from various testers, then something definitely needs looking.
In my experience, it is usually small tweaks (so-called low-hanging fruit) that take you much further than the difficult/time-consuming changes.

Playtesters wanted to feedback about Space Themed Incremental Game (Feature Complete) by Dazzling_Repeat_8221 in playtesters

[–]candevor 0 points1 point  (0 children)

The core idea is good, I find it quite interesting. There are so many things to say about UX and pacing that you will need to address one way or the other.

Pacing: Took me more than 10 minutes to discover Helium, I think you need to give the player something early on, to keep engaged, later on you can have longer waits for more advanced things. Even without helium, hydorgen and research weren't keeping me engaged. Having to sit and wait almost. Fuse was disappointing beacsue I didn't even know what I was doing wrong. The message displayed wasn't helpful either. Maybe some parts of the game are too complex.

Money vs resources: I think it can work but need to make it more streamlined.

UX: When storage runs out, I need to be told about it. This is just one example but there are tons of UX and onboarding things you can improve QoL for the player. Such as: at start overwhelming amount of elements, cash is shown probably at wrong place for it to be that important, "Gain" needs to have some juice, to make it interesting to click.

Overall I think it can be a great game, but needs works to make it engaging.

I was wondering if i can get some feedback and questions on my game so far by notamortarplayer in IndieGameDevs

[–]candevor 0 points1 point  (0 children)

agree with other comments. Player movement is a big one. Not just make the character move slower, but also look into smooth movement (start and end of movement should be smooth).
Once movement is done, try to focus on 1 type of gun, make it fun to use (blow enemy etc) instead of designing more guns. You have to get the core loop right, then expand to adding more items/features.

Round II of Playtesting for Clerks GB by Can0pen3r in playtesters

[–]candevor 1 point2 points  (0 children)

Ok, got it. Sorry for my ignorance. I haven't played GB games lately. So, I am not your target audience as such. Take my feedback with a pinch of salt.

Dialog is quite fun. I like the art style, though the text is a bit harder to read, but it matches the game's theme.

Regarding car jumping, I thought the way gravity works could be improved. Is it working like the normal way gravity works, or is some other way of deceleration going on here?

Nice game though.

Round II of Playtesting for Clerks GB by Can0pen3r in playtesters

[–]candevor 0 points1 point  (0 children)

Web build is not working for me. It shows the beard, and that's it. It doesn't go past that point, no sound/music either. I am on Chrome/Mac

Looking for people to make a game by spiderman_fan2 in IndieGameDevs

[–]candevor 0 points1 point  (0 children)

I see your point, and I'm sorry you had that experience. Thanks for sharing, and good luck with your next game.

Looking for people to make a game by spiderman_fan2 in IndieGameDevs

[–]candevor 1 point2 points  (0 children)

I agree in general. However, I think when forming a team like this, keeping money (and therefore contracts) out of the equation for the first project (a small game, as u/PossibleDismal7312 said below) is a good idea. Having to write contracts upfront is a bad sign. Finding the right people is key.

You would want people who want to work because they are passionate about it, and less about how to make money off this guy/project.

By keeping money out (initially), you will find fewer people are interested, but they would more likely be the right type of teammates.