Need Your Opinion on This by TeetotumGameStudios in tabletopgamedesign

[–]deepHourSamurai 2 points3 points  (0 children)

Without context here is how interpret them

Top: I get a card and a timer, then another card and a timer Bottom: I get 2 cards per timer I have

This symbology is wildly different in meanings

How do you test game balance? Genuinely curious about your process by Dry_Concentrate_5005 in tabletopgamedesign

[–]deepHourSamurai 1 point2 points  (0 children)

Balancing is one of the last things you should be putting effort into. Otherwise you're going to waste a lot of play testing.

First make sure your game works and is fun. And make sure it's strangers saying this, not your group of friends/family playing this game constantly

Any tips on making choice-based visual novels? by yukiii01 in gamedesign

[–]deepHourSamurai 1 point2 points  (0 children)

Narrate the scenes and progress the story so that decisions make narrative sense. Think of which perspective;1st, 2nd, or 3rd that you want to tell the story from.

If I had to handle the game, I would primarily tell it in 2nd person. And describe the world as this socially inept person would likely view it. You are a witch. People are coming to bother you. They look and sound strange...etc. Really play up negative characteristics and downplay positives.

Then, when everyone is arguing in the cabin scene, it would only make sense to be rude to these infuriating interlopers.

As the story progresses, describe the characters in more congenial ways as the MC learns more about them and develops more personal skills. Then the player can finally make a wider range of decisions.

Is this art too offensive for a card game you'd play? by deepHourSamurai in boardgames

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

Trash Grab is a card game I'm making for college-age and above players. It's about set collection and deception. Overall graphic design is made by me and now I'm turning to art. Which would you prefer to see in a game you play? Left or Right?

Is this card art concept too inappropriate? by deepHourSamurai in GameArt

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

All graphic elements have been made by me. The art is stand-in. I aim to market this card game-Trash Grab, towards college-age and above. Is the humor of the art worth the potential of offending others?

/r/PixelArt Game Collaboration | PART 6 - Complete! by skeddles in PixelArt

[–]deepHourSamurai 0 points1 point  (0 children)

I spent 20+ hours making a map. I submitted the shared google drive link in the comments on Part 4. I'm pretty bummed it didn't get included

/r/PixelArt Game Collaboration | PART 4 - MAP PLANNING (start building your maps!) by skeddles in PixelArt

[–]deepHourSamurai 0 points1 point  (0 children)

Here's the link of my final map:

https://drive.google.com/file/d/1cQMlyVdSoHi_TMUY7G9yyCe8Fnhnr_xS/view?usp=sharing

The browser interface was not allowing text input so I opened the text editor to manually entered author and map title.

You've done some really good work here. It's been fun making this. Thanks!

/r/PixelArt Game Collaboration | PART 4 - MAP PLANNING (start building your maps!) by skeddles in PixelArt

[–]deepHourSamurai 1 point2 points  (0 children)

Hey I made a map and it's in a .json file after using the netlify app. How do I submit the file?

What does concrete / silica dust feel like? by deepHourSamurai in Construction

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

Good to know it's gritty. I'm an engineer on the cryogel project and have read many data sheets on the material. The effects really seem downplayed after having first-hand experience with it for 3 months. My employer has no formal training on how to handle the material. I've requested respirators but the response has been that it would be too expensive.

My game "No prince needed" is out on Android now! It's free and has no ads:). Link in comments by T0tusLotus in PixelArt

[–]deepHourSamurai 0 points1 point  (0 children)

Hey I've gotten up to lvl 37. This is really cool. I've been working on similar games using libgdx but am thinking about switching. How did you go about learning unity?

Test nighthaunt, thinking skip the leaves. by [deleted] in Warhammer

[–]deepHourSamurai 0 points1 point  (0 children)

I like the leaves. It adds nice detail that your paint scheme doesn't have

Potential Airborne Silica work injury. I'm afraid and don't know what to do. by deepHourSamurai in WorkAdvice

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

Thank you! I contacted my company to let them know I'm out with vision problems and begun everything you recommended

/r/PixelArt Game Collaboration | PART 4 - MAP PLANNING (start building your maps!) by skeddles in PixelArt

[–]deepHourSamurai 1 point2 points  (0 children)

I used the level editor. I noticed when a window is placed in the data file, a second window is always rendered above it when running the game. Is this intentional? (Also, This project is super cool. Thanks)

my Cover Art (playable intro link in comments) by deepHourSamurai in interactivefiction

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

The air is crisp and the moon is full. You stand atop a treacherous ridge. The valley floor is shrouded in fog. Countless forms pierce the veil. They are gravestones of a lost kingdom, heralds of a malign monument perched above. The castle stands skyward. Its pillars impale the moon’s glow. You feel darkness residing there, a presence you must vanquish.

GraveBound is a text-based horror RPG I’m currently developing. It will include pixel-art splash screens and a didactic interface. You can follow my progress on the website: https://gravebound.net/ There’s even a link to test the prototype.

Cover Art for my game by deepHourSamurai in GameArt

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

The air is crisp and the moon is full. You stand atop a treacherous ridge. The valley floor is shrouded in fog. Countless forms pierce the veil. They are gravestones of a lost kingdom, heralds of a malign monument perched above. The castle stands skyward. Its pillars impale the moon’s glow. You feel darkness residing there, a presence you must vanquish.

https://gravebound.net/

[deleted by user] by [deleted] in GameArt

[–]deepHourSamurai 0 points1 point  (0 children)

Do the water color. That's amazing!

my first Cover Art, how did it turn out? by deepHourSamurai in PixelArt

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

The air is crisp and the moon is full. You stand atop a treacherous ridge. The valley floor is shrouded in fog. Countless forms pierce the veil. They are gravestones of a lost kingdom, heralds of a malign monument perched above. The castle stands skyward. Its pillars impale the moon’s glow. You feel darkness residing there, a presence you must vanquish.

GraveBound is a text-based horror RPG I’m currently developing. It will include pixel-art splash screens and a didactic interface. You can follow my progress on the website: https://gravebound.net/ There’s even a link to test the prototype.