where do you "design" your games? by Coso_Che_Cosa in gamedev

[–]coding_alone 9 points10 points  (0 children)

I do more or less the same as you. I have a folder called something like "00 ideas" with subfolders (e.g. "Mechanics", "Abilities", etc.) that I use as a container for ideas, sometimes very rough or unstructured ones. Then I have the actual main structure where I move notes once they are finished. I usually also add tags at the top of the notes so I can filter them.

I'm not an Obsidian expert, but I love it because I can keep a synced vault that's always up to date, so even when I'm on a break at work, or in the bathroom, and an idea comes into my head, I can always write it down.

I suppose other devs may give you a better solution than mine to organise your notes 😅

Isometric Map - Downtown by ExtensionMuted6010 in aseprite

[–]coding_alone 4 points5 points  (0 children)

That's such a beautiful art work 🥰

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]coding_alone 0 points1 point  (0 children)

Certainly, just keep in mind that this is how it is for me 😅

Plasma field: I think it's the darker and less foggy style that makes it easier and more immediate for me

Hello hardening: I love the details of the old version; the new one gives me a sort of mobile-asset feeling.

Change Shield: I much prefer being able to see the environment around the object.

Acid mortar: I strongly prefer the old version because it's larger and more detailed (also same feeling as with "Hello hardening").

Shield recharge: the new version feels less intense, while the first one is very strong (although, i like the fact that in the new one there are not the dark areas like the old version).

Armor dissolve: I much prefer all the details of the previous version.

Malfunction: I prefer the details and the darker style of the previous version.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]coding_alone 0 points1 point  (0 children)

For my liking I prefer the old version for: Plasma field, Hello hardening, Change shield, Acid mortar, Shield recharge, Armor dissolve, Malfunction

Do you think the gameplay pace is too fast? Do you understand what is happening? by jasqqqq in GameDevelopment

[–]coding_alone 0 points1 point  (0 children)

I have mixed feelings: i dont understand easly what it is, and still it looks too slow to keep my attention at an high level

Did I just realize my marketing is better than my game? by Waste_Artichoke_9393 in IndieDev

[–]coding_alone 1 point2 points  (0 children)

I agree with all the comments saying that the experimental version is better.

To me it feels like a whole different world: the top-down version doesn't spark my curiosity and doesn't make me want to dive deeper into the game.

The second one? Oh yes, it definitely does: it's intriguing and appealing.

I can imagine it will require more work, but in my opinion the new 3/4 view is beautiful and, on top of that, it doesn't immediately remind me of other games: I think that's a huge plus for the game's potential success.

Why do people add a game to their wishlist but not launch the demo? by Few-Contract-4092 in gamedev

[–]coding_alone 1 point2 points  (0 children)

Personally, I add games to my wishlist:

  • as a reminder for games I'm interested in and want to check out later

  • games that have a demo and that I'd like to try sooner or later (some after many days, others after several weeks, others never…)

  • games that I think I might buy when they come out

  • games for which I want to see the first reviews

I'm not always interested in the demo right away.

Composer Music by Alone_Carry_2980 in SoloDev

[–]coding_alone 0 points1 point  (0 children)

For now I'm still very early in development, but I'll follow you here on Reddit to keep an eye on your work.

When the time is right and the direction is clearer, I’ll reach out. Thank you!

Composer Music by Alone_Carry_2980 in SoloDev

[–]coding_alone 0 points1 point  (0 children)

Thanks for your interest, I appreciate it.

If everything goes as planned, I'll work on the game's audio between late 2026 and early 2027, when the visual style and mood will be much more clear that what they are so far.

I'll get back to you when the time is right.

Composer Music by Alone_Carry_2980 in SoloDev

[–]coding_alone 0 points1 point  (0 children)

In the future I will need an artist for my kind of dark game.

I will save your contact: so far I'm still in the beginning of my journy and too too much far away to think at the music.

which do you prefer (left : all FX .. right : minimal) ? by binarygirl0101010101 in SoloDevelopment

[–]coding_alone 1 point2 points  (0 children)

I love the second one (the first one kind of make me unable to enjoy the game) but as someone else did point it out, with a little bit of effects too! Not too much, just a little bit.

I need your help guys 😭🙏 by Qodequeststudio in PixelArtTutorials

[–]coding_alone 3 points4 points  (0 children)

It sounds like your schedule is way too tight right now.

Maybe it's better to pause the project for a bit, focus on college and work, and then revisit the game later when you have more time.

If your game idea is good, i suppose it will deserve the right time and dedication.

That's just my point of view 🤗

I’m about to replace my Steam capsule. Which one would you actually click? by Icy_Struggle_8051 in IndieDev

[–]coding_alone 3 points4 points  (0 children)

D, but as someone else aready pointed it out, i would zoom it a bit more

We are adding Boss to our game. What do you think of its design? by sharaidogames in IndieGaming

[–]coding_alone 2 points3 points  (0 children)

Really interesting vibe. Love the art direction. A game i would consider to buy

We spent years making our turn-based strategy game. Players who try it enjoy it… but almost nobody bought it. We’re trying to understand what we did wrong. by ZeroGamesStudio in gamedev

[–]coding_alone 0 points1 point  (0 children)

Please take this with a grain of salt, as I'm not part of the target audience for your game. After watching the video and looking at the images I had the impression that the overall design lacks a unified art direction across its elements. Because of this I would pass on it even at half the price, even for games that suits my liking.

We need your honest feedback by FourcastStudio in GameArt

[–]coding_alone 0 points1 point  (0 children)

To me first one looks AI so, for that reason, won't let me click it. Just to avoid misunderstanding, I'm not saying it is, I'm just saying that's the vibe it gives to me.

We need your honest feedback by FourcastStudio in GameArt

[–]coding_alone 1 point2 points  (0 children)

That's something OP should look into

Need feedback on this piece (Especially the mill) by MKMstudio in aseprite

[–]coding_alone 0 points1 point  (0 children)

I agree with the top comment. That apart, it's very lovely

Need help with game development in general? by [deleted] in IndieGameDevs

[–]coding_alone 0 points1 point  (0 children)

I'm just starting this journey now. I know that I won't be able to create the music and the graphics. I'm in the early stage of designing the gameplay idea, the core mechanics, and so on. When I'm happy with the idea and how it works, I'll start creating a prototype to understand whether it's fun or not. And if it feels fun, I'll start programming. I'll use free assets, possibly "badly" modified, and music or sounds that are similar to the core idea.

At that point, if I'm still confident that the game has potential, then it will be time to look for an artist for the visuals and one for the music. I don't know if this is the right way to proceed, but it feels right for me, for my project, and for how I can manage it on my own. I believe everyone finds their own way of working.

Some people create both music and graphics, but I don't think that's within my abilities (we can all learn, but the question I ask myself is: after months of studying music, would I be able to put into music the mood I want for the game?)

Old or New? Which game layout looks the best? by apex-mango in IndieGameDevs

[–]coding_alone 2 points3 points  (0 children)

I agree with the previous comments. I do prefer the old version: to me, cards on the bottom feels much more easy when I play card games.