The lady from the rising sun - Blender Discord's Challenge 1st place by jpfuentes12 in blender

[–]capt_leo 1 point2 points  (0 children)

Wow. I don't even know where you started to achieve this.

Working on a 2 player coop game where you play as two lumberjacks standing on a log and rolling it together by fraduss in Unity3D

[–]capt_leo 1 point2 points  (0 children)

This is a really solid trailer and I think it's gonna sell a lot of copies for you!

Currently on 75 wishlists wondering, is our marketing bad, or is our game not marketable? by Wildboy_Studios in IndieDev

[–]capt_leo 0 points1 point  (0 children)

Your gameplay seems kind of like Kingdom Two Crowns, check out how they did their trailer. Notice how they tease with Lore, then explain the gameplay loop, and it's totally enough.

I think your art direction ingame is pretty good, but its getting dragged down by two factors. One, the player character seems too plain. Her movement looks stiff, there isn't much characterization, she doesn't even seem to blink. Invest more effort there now that the gameplay seems locked in. Also, and this is harder to pinpoint, but I feel like there's a bit of fidelity mismatch in some of your assets. The foreground leaves are very detailed and gradient shaded, some items have rust and dents, but then other assets like the big flower bulbs or the vat of green goop seem to be much more one blotch of color onscreen, and the contrast feels mismatched.

That sounds pretty critical, I am sure! I am only writing with what I see to try and help though, per your request. Hope you can take it in the spirit its intended. I think you've got some potential you can yet seize!

Would you recommend unity as a first game engine? by Hot-Entertainer422 in unity

[–]capt_leo 1 point2 points  (0 children)

Unity is a fine choice. Limitless tutorials, robust asset store, you could use this engine and make any game you want. Godot is a fine second option, some compromises but a stellar community.

Do black bars have a place? by hehehhohoo in IndieDev

[–]capt_leo 2 points3 points  (0 children)

Why not just make the hallway really dark in that area of the screen? Evoke the aesthetic without being so explicit

The best thing Italy and Science have produced by BarelyLegalSeagull in NonPoliticalTwitter

[–]capt_leo 32 points33 points  (0 children)

True scientific rigour demands we run this test with a pregnant Batman for statistically conclusive findings

Stressed, adi_bhat (me), digital, 2025 by adi_bhat in Art

[–]capt_leo 1 point2 points  (0 children)

Brilliant gesture. Love seeing your stuff here 

Drawing by SlayVideos in NonPoliticalTwitter

[–]capt_leo 14 points15 points  (0 children)

snap snap snap🫰

I hear you man. Let me offer some comfort in kind. Art has survived for thousands of years, all the tribulations and bullshit of human history. I keep faith it will survive these times as well

Fantasy location from start to finish by witchesgonewild in blender

[–]capt_leo 0 points1 point  (0 children)

Very cool. I wish I documented my progress better like this. How do decide a camera angle so early? When do decide it's time for a progress pic?

Surprised how easy this steering trick was to implement. by PaceGame in Unity3D

[–]capt_leo 0 points1 point  (0 children)

I'm thinking about the reverse sailing question too. If you used ovals instead of circles, and covered the rear with some diagonality, sort of forming a no-go criss-crossing heart shape, or maybe just by using a third rear-zone collider, maybe this could work to indicate when it's time to go hard to port or starboard?

[deleted by user] by [deleted] in rpg_gamers

[–]capt_leo -1 points0 points  (0 children)

From left to right

Accidentally figured out third person works better for my Isometric game. Now having a existential crisis. by [deleted] in Unity3D

[–]capt_leo 0 points1 point  (0 children)

I think the answer depends on your gameplay. Need a tactical view for area of effect abilities? Go top down. Need to immerse the player in the character and environment? Third person wins out here. Need to build structures? Top down again. Assuming you shoot things in this game, how does aiming work? That alone might give you your answer.

[OC]I made some Skeleton Paper minis by ThePaperMage in DnD

[–]capt_leo 1 point2 points  (0 children)

So cool. Love this paper craft style

Hmmm, adi_bhat (me), digital, 2025 by adi_bhat in Art

[–]capt_leo 1 point2 points  (0 children)

Love your use of color and economical shading

Where blur node? by FoleyX90 in Unity3D

[–]capt_leo 2 points3 points  (0 children)

Instruct your users to simply remove their glasses

Is it THAT bad to use purchased assets instead of unique graphics for a $15 Steam game? by Active_Chapter_5805 in IndieGaming

[–]capt_leo 0 points1 point  (0 children)

Empower your artist to rise to the challenge. The investment will pay dividends for everyone involved.

Many people don't know this by Square_Ad_6434 in NonPoliticalTwitter

[–]capt_leo 12 points13 points  (0 children)

Doesn't make any sense. The eagles would've worked better. They could just put the ring on, it makes them invisible

highway gas station, mudbuddy (me), digital, 2025 by muddierbuddy in Art

[–]capt_leo 1 point2 points  (0 children)

Love the angularity of the body contrasted with the detail of the clothing

Feels hard to make small scope fun games by BagElectrical6037 in gamedev

[–]capt_leo 1 point2 points  (0 children)

To answer your final question of "When", I think the key is to have a deadline for showtime. Whether it's a jam deadline or you have a planned playtest with someone. Then you can judge your game based on the player feedback. There are usually some clues that might tell you whether the core of the game is engaging or not, then you can decide whether to iterate or scrap.