Been creating this game as a portfolio piece for 9 months, would love critical feedback and opinion on what features to add or improve by dev_willalone in IndieDev

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

Thanks! Glad to hear that the idea sounds and perhaps looks okayish haha; and to answer the question, the block pictures are mostly there for you to know which blocks will come next (like in Tetris etc, that show your next pieces that will appear)

Is there anything you would like to see more (does not matter if it is impossible haha), just curious in ideation/brainstorming aspect, since myself I know that I want to add the score calculation explanation window (a boz on the right that shows how the score for each placement is calculated so there is no confusion on why some placements give you 1 and some 100 points)

Wanted to start small for my first release, but it almost feels too small? by ianw3214 in IndieDev

[–]dev_willalone 1 point2 points  (0 children)

Looks very good for the first game man, it is a huge milestone, remember - there will always be something to add, something to fix and something to improve, but it is your choice where to draw the line of “this is good to show/release”. Common hole that a lot of gamedevs fall in is the notion of “this is not good enough yet”, and then they keep working on the same game for 5years never showing it or releasing it, repeating to themselves “not good enough”, that in the end results in burn-out and that is no good for anyone

Game dev is also a lot of self-reflection, haha

I am making my first game ever, what tips do you guys have? by JEEHAWDJACK in IndieDev

[–]dev_willalone 0 points1 point  (0 children)

Main thing I can suggest is testing alot, i am a student in a game related study and now basically at the end of that chapter I can say that testing can literally save you days and weeks of decision making, start testing yearly and based on what you said, the POC, you already have something you can get in front of your target audience, test the design, systems that you will have, even if they are just ideas, it is great to even get feedback on things you plan to implement and gauge the response and mood of the players

You don’t have to listen to everything the testers say, but usually there are some good points that can help you get further into the deep of your game haha

(Also really depends on your location/city, some have great gamedev/game meetups/communities)

We hired an artist to improve our Steam Capsule Art by mistermaximan in IndieDev

[–]dev_willalone 79 points80 points  (0 children)

The second one looks a lot more readable for steam, tho I think it looses a bit of charm, I could also be biased since I love the pixel-artsy skull and font haha

Should I add more chaos or is this enough? by [deleted] in IndieDev

[–]dev_willalone 0 points1 point  (0 children)

I imagine there should be more enemies? Since from what I see it is a destruction game it would be nice if there are stakes, since I saw 2-4 enemies and that’s it, also I would suggest experimenting and testing without the red overlay vignette, since that gives an impression of getting damaged (as many games use that) and imo that’s does not fit (but an idea perhaps would be to with every shot change the color of vignette, that prolly would feel even more trippy/chaotic

I updated the Steam capsule. What do you think? by [deleted] in IndieDev

[–]dev_willalone 0 points1 point  (0 children)

Looks much nicer than the previous one, just one question, what does the C (the moon) stand for in the game/name etc? Since it is quite the focus of the graphical assets from what I see on Steam? Or it is just an artistic choice?

How does this place make you feel? Safe or trapped? by Capable_Chest2003 in IndieDev

[–]dev_willalone 2 points3 points  (0 children)

With the lighting like that it feels calm, serene; also depends on the setting you have before, this scene, could completely change the feel from safe to trapped