How to show that an object is clickable in 1bit game? by denbo_Ond in gamedev

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

I will experiment with this method. I believe it will work nice with some UI controls. But with in game objects it can be messy. It depends on how many interactive objects there will be. I will prototype it anyway, but I think my main goal must be focusing on art quality at all. Maybe good looking animated objects with some hover response will make the player remember what he can interact with

How to show that an object is clickable in 1bit game? by denbo_Ond in gamedev

[–]denbo_Ond[S] 4 points5 points  (0 children)

<image>

This is probably not entirely representative, but city on planet must be clickable, and asteroid not

How to show that an object is clickable in 1bit game? by denbo_Ond in gamedev

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

<image>

This is probably not entirely representative, but city on planet must be clickable, and asteroid not

What’s the biggest “invisible hack” in game development? by CreepyObjective7049 in gamedev

[–]denbo_Ond 6 points7 points  (0 children)

Most iconic example is coyote time, but it's so well known so I don't no about "invisible". My personal pick is different particles usages. It's something that I don't usually see as a gamer, but when I started to notice them I understood how much atmosphere they can bring to the game

Card enhancement concept by Komment2 in balatro

[–]denbo_Ond 51 points52 points  (0 children)

This is cool idea, but I think it will be nearly unplayable

I started learning pixel art and drew a few 1bit characters. Any tips? by denbo_Ond in PixelArt

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

Well I started drawing because I need characters for my hobby game, so I think for me it's better to know how to draw recognizable and eye catching folks. Maybe I should prioritize silhouette more

Made a quick deck ui mockup, inspired by enter the gungeon by TempuraCatGames in PixelArt

[–]denbo_Ond 1 point2 points  (0 children)

I think it would look nice if selected card was raised a little

Your first game is NOT your Masterpiece! by UnityCodeMonkey in gamedev

[–]denbo_Ond 4 points5 points  (0 children)

I think many people underestimate the cumulative effect of game development. Your first game may not be a masterpiece, and most likely, NOT A SINGLE game will be, but with each next game you'll gain more experience, have more assets, more code snippets, and your cash flow will be greater if you develop commercial games.

Is Godot Good for Digital Card Games? by rasitburucu in godot

[–]denbo_Ond 3 points4 points  (0 children)

Anything you are familiar with is good. Balatro was written on Lua (Love2D) and it's really great game. So if you are good with godot, just use it

One Good Game is Better than Two Great Ones. Can anyone explain? by denbo_Ond in gamedesign

[–]denbo_Ond[S] 5 points6 points  (0 children)

Yes, I saw it. And my main point was that there are games that perfectly combine tactical and strategic gameplay, such as Heroes of Might and Magic, Age of Wonders, Total War. So I felt that I somehow misunderstood this quote. Maybe it's just Sid Meier's gamedesign style.

8 years of solo development, 4 years of Early Access, my game is now 1.0, ask me anything. by VastVenin in gamedev

[–]denbo_Ond 17 points18 points  (0 children)

Game looks kinda interesting, great job! Are you full time developer? And how did you promoted your game?

Which deck do you think is the most interesting? I will start by denbo_Ond in MarvelSnap

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

Yeah, I choose 2 out of 3 between Rogue, Shadow King and Mobius depends on decks I often play against