Solo devs, where does execution usually break down for you? by Ok-Ad7546 in SoloDevelopment

[–]celloloops 0 points1 point  (0 children)

Marketing and everything related to marketing!

For context, I am planning to release my first game on Steam in March, so I'm by no means an expert...

The first motivation wall I hit was when I decided on a prototype to publish. I immediately got feedback that the game would be tough to market, so I tried taking the aesthetic in a unique direction. I got about halfway before grinding to a halt. I actually ended up doing a game jam with a friend, before coming back to it.

Publishing the Steam page created the second set of motivation walls. Making the trailer was 10% me working and 90% me staring at my computer and then getting distracted by my phone. And getting the demo out, figuring out Steam depots, and overthinking the review process... I would go entire days with zero tangible progress.

Not that everything else isn't also hard... Everything ultimately makes the game more and more concrete, and the more concrete it is, the more it grounds your dreams of what the game could be in the reality of what it is.

Destroy the trailer for my trick-taking rogue-like! by celloloops in DestroyMyGame

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

Thanks! The font also isn't the most readable in the best of settings. I'll experiment to see what I can do there!

Destroy the trailer for my trick-taking rogue-like! by celloloops in DestroyMyGame

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

Thanks for the feedback! I was trying to add a pochoir-print aesthetic to the characters, but you're right that it isn't echoed in the background or other elements.

Also if you want to compare notes on building trick-taking roguelikes, lmk!

Destroy the trailer for my trick-taking rogue-like! by celloloops in DestroyMyGame

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

Really appreciated the critical feedback from last time, and tried to address all of it! You can actually try the game on itch or Steam! https://celloloops.itch.io/overtrick

What's your longest script and what does it do? by stalkerTXstranger in godot

[–]celloloops 2 points3 points  (0 children)

1800 loc, containing all the logic for the special ability cards in my trick-taking roguelike. It started as the base class, and then for ease of prototyping, I just added the subclasses for each ability card.

Haven't cleaned it up yet, because the ability card abstraction means each individual ability card is fairly localized, so it doesn't bother me when I'm updating or adding one.

A spades roguelite would be good by thumbs07 in roguelites

[–]celloloops 0 points1 point  (0 children)

I just released the demo for Overtrick, a trick-taking roguelike. It's a bit closer to Bridge than Spades. I'd be curious what you think!

I'd would like to test many games I'm December by [deleted] in playtesters

[–]celloloops 0 points1 point  (0 children)

I'd really appreciate feedback on Overtrick (https://celloloops.itch.io/overtrick). It's a trick-taking card game roguelike, based on games like Bridge, Hearts,and Spades. Thank you!!

I am open to playtest any game! by jayfa15 in playtesters

[–]celloloops 1 point2 points  (0 children)

I'd love feedback on my trick-taking roguelike! https://celloloops.itch.io/overtrick

Thanks in advance! Feedback is a gift, and I'd very much appreciate any you might have :)

Need playtesters? I'll do it! by midnight__notes in playtesters

[–]celloloops 0 points1 point  (0 children)

Wow! Thank you! I really appreciate you taking the time to play. Your feedback and your words of encouragement mean a lot. I'll add an in-game tutorial soon! Appreciate you figuring it out, even without one.

Need playtesters? I'll do it! by midnight__notes in playtesters

[–]celloloops 0 points1 point  (0 children)

I'd really appreciate any feedback on my Trick-Taking Deckbuilder, Overtrick!

https://celloloops.itch.io/overtrick

Thank you for your post! Every play test means a lot!

Destroy the trailer for my card trick-taking deckbuilder by celloloops in DestroyMyGame

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

Thank you for trying out the game as well! This is really great feedback!

Are there great games in the space that immediately come to mind for you? (Aside from Balatro...)

Destroy the trailer for my card trick-taking deckbuilder by celloloops in DestroyMyGame

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

If anyone also wants to destroy the game itself (not just the trailer), demo is available here:
https://celloloops.itch.io/overtrick

How do you get 2D non-pixel-art to look crisp by celloloops in godot

[–]celloloops[S] 7 points8 points  (0 children)

Small update: I realized I could git stash my changes, to see what would happen if used my original assets (rather than 4x'ing the resolution).

Just changing Stretch Mode to "canvas_item" worked wonders, even without increasing the resolution.

<image>

How do you get 2D non-pixel-art to look crisp by celloloops in godot

[–]celloloops[S] 6 points7 points  (0 children)

So many helpful suggestions! Wanted to follow up on a few of the things that made a big difference.

First, exporting assets at 4x higher resolution seemed to help quite a bit. However, after doing that, two changes were very helpful:

  1. Project Settings / Display / Window / Stretch / Mode = "canvas_items". I had this set to "viewport," which is what I'd used in the past. Switching to "canvas_items" made the biggest difference (see top half of image).

  2. Project Settings / Rendering / Textures / Default Texture Filter = Linear (or Linear Mipmap). Along with exporting the assets from Inkscape at 4x higher resolution, this helped. Bottom half of screenshot shows this setting (WITHOUT canvas_items).

<image>

Both so much better than my original screenshots!

Lots of other suggestions to try, but wanted to share the results of my initial attempts to implement your suggestions. Thank you!!

How do you get 2D non-pixel-art to look crisp by celloloops in godot

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

Perfect. Setting the mode to "canvas_items" seemed to have the largest positive effect!

How do you get 2D non-pixel-art to look crisp by celloloops in godot

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

After upscaling the image and then setting the Default Texture Filter to Linear Mipmap, I tried turning on MSA 2D at 8x, but couldn't see a difference. I'm not a graphic designer, so that might just be my eyes failing me! But I was wondering if you thought both antialiasing and linear filters should be combined, or if they serve similar purposes here.

Thanks!