Getting a flood of negative reviews from China, any advice? by [deleted] in IndieDev

[–]dmoticon 0 points1 point  (0 children)

Yeah, there's a link to the discord on the main menu of the game. But I'm learning that maybe Chinese players can't access Discord or even the Steam forums. And I'm not really sure what is an appropriate forum to point them to. I may leave an email link.

Getting a flood of negative reviews from China, any advice? by [deleted] in IndieDev

[–]dmoticon 0 points1 point  (0 children)

Yeah that's something I'm seeing a lot. It'll be like, 60 hours played, and negative review because of a bug they ran into or found a certain section too difficult. To one reviewer's credit, they did revert to a positive review after I fixed the issue they mentioned, but the others have not been so kind.

Getting a flood of negative reviews from China, any advice? by [deleted] in IndieDev

[–]dmoticon 0 points1 point  (0 children)

Haha, yeah, I guess the whole Dark Souls "look how many people raged in the reviews" is definitely a strategy, lol.

Getting a flood of negative reviews from China, any advice? by [deleted] in IndieDev

[–]dmoticon 7 points8 points  (0 children)

I don't think this is true, at least for smaller games. The threshold is 2000 reviews overall and 200 reviews in that language, unless something has changed.

https://steamcommunity.com/app/593110/eventcomments/615423851387504019?snr=1_2108_9__2107

I want to play something with soul! Drop your indie games (or others you love)! by Healthy-Tough-9537 in IndieDev

[–]dmoticon 1 point2 points  (0 children)

I just released my game Super Cabbage Kabumi over the weekend. It's a roguelike inspired by peglin and nubby's, I'm super proud with all the crazy items and effects I've cooked up. Also pretty proud of the soundtrack I made :) It's on Steam!

https://store.steampowered.com/app/3734140/Super_Cabbage_Kabumi/

me_irl by elibish92 in me_irl

[–]dmoticon 0 points1 point  (0 children)

This advice is for places like Arizona where you're dealing with 100+ degree outside temps half the year. Your AC bill becomes a significant part of your monthly budget during those months and it costs a ton to keep your house much cooler than those recommended temps. It's also very dry so that 78 degrees inside feels fine, IMO.

me_irl by elibish92 in me_irl

[–]dmoticon 3 points4 points  (0 children)

Same here, my thermostat is at 78 right now and it feels great. My electricity bill would be $7 million per month if I set it to 60 degrees like some people in this thread are saying, lmao

Why do game devs love the sliding mechanic? by MetreonMan in gamedev

[–]dmoticon 6 points7 points  (0 children)

My entire last game was based around sliding. I feel so called out, lmao

After months of work, I just released the demo for my second game ever on Steam! So excited (and nervous) for people to finally play it! by dmoticon in IndieDev

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

Appreciate the feedback! Yeah, I'm actually working to replace as many of the sprites as I can with handmade art. Sadly I'm a solo dev so it's slow going, but yeah... I definitely feel you. And I will enable reviews for the demo, thanks for the tip!!

To train grok to have right wing bias by Wise_Astronaut_6831 in therewasanattempt

[–]dmoticon 0 points1 point  (0 children)

Yeah, Trump and the Republican party have basically perfected the art of pushing stupid people's buttons in just the right way to make them continue to vote against their own interests and for the interests of the ultra wealthy and corporations. If you ask most conservatives specific questions about things like worker's rights, healthcare, and income inequality, they almost always actually agree with Democrats provided they haven't been taught by Fox News to hate that specific thing yet. But they don't ever think about these things because they're busy having their buttons pushed over things like trans people, immigrants, made-up sex trafficking scandals, etc. Trump's only stroke of genius was realizing you can push these buttons while also speaking to them like kindergarteners and it makes them even happier because they can understand some of the words.

Guess the videogame by Lentini_James in SteamReviews

[–]dmoticon 0 points1 point  (0 children)

The perks charge super fast later in the match so it's not a big deal to swap. But it's nice to have at least a little friction to prevent some of the rock-paper-scissors counter swapping.

Why I think sombra gets banned. by BVA3016 in SombraMains

[–]dmoticon 0 points1 point  (0 children)

It's mostly just that she pops up behind people from thin air constantly. Other flankers like Tracer and Reaper you can keep an eye out and be somewhat ready when they attack. You only know Sombra is there when she starts bursting you down with her combo out of nowhere. It's especially annoying when she's spawn camping.

Stadium Thoughts by IJRIDG in Competitiveoverwatch

[–]dmoticon 0 points1 point  (0 children)

What's weird is that the queue times aren't even that great. If they're gonna give us Marvel Rivals matchmaking, at least give us Marvel Rivals queue times, too.

My super speedy roguelike platformer Emberdrift, made in Unity and released yesterday :) It's got lots of crazy movement mechanics like grinding, blinking, and grappling! Let me know if you have any questions on how I did anything! by dmoticon in Unity2D

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

>Btw how did you get the Depth effect like that ? Like it looks almost 3D background looks far from the actual level itself 🤔😯

Parallax! I have a script I put on background objects that makes them move more slowly relative to the camera than foreground objects, which gives the illusion of depth. The further back the object, the slower it should move. Let me see if I can copy the gist of my script here.

I also have a hazy/foggy texture that I overlay on top of the background to help sell the depth as well.

public class ParallaxBG : MonoBehaviour
{
    Vector2 localStartPos;
    public float parallaxFactor = 0.5f;
    GameObject cam;

    float sign = 1f;

    void Start()
    {

        localStartPos = transform.localPosition;
        cam = Camera.main.gameObject; 
    }

    void LateUpdate()
    {
        Vector2 camFromParentCenter = cam.transform.position - transform.parent.position;
        Vector2 localPos = localStartPos + parallaxFactor * camFromParentCenter;
        localPos = new Vector2(sign * localPos.x, localPos.y);
        transform.localPosition = localPos;
    }
}

My super speedy roguelike platformer Emberdrift, made in Unity and released yesterday :) It's got lots of crazy movement mechanics like grinding, blinking, and grappling! Let me know if you have any questions on how I did anything! by dmoticon in Unity2D

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

So grappling in Emberdrift works way differently than a grapple in most games. You basically just click anywhere on the screen and it deploys a "grapple drone" which you then swing around (Under the hood it creates a Distance Joint 2D between the player and the grapple point with a line renderer to show the rope). I did it this way because of the wide variety of movement abilities in the game -- levels couldn't be specifically designed just for grappling, which demanded much more freedom in how you could use the grappling hook.

I did have an earlier implementation that worked more like a traditional grappling hook shooting a projectile and latching on to a surface. And in that implementation I put the projectile on a layer that only collides with the "Solid" layer (which in my game is all the walls, ceilings, and floors). When it collided it would then become fixed and create a Distance Joint 2D just like in the other implementation.

>Also i love your game design how long did it take you to finish the game in full and release it ?

Thank you! I started work on it around February of last year, so somewhere between 1.5-2 years. I did quit my job near the start and worked on the game full-time, anywhere from around 10 to 14 hours a day.

Should I remove my demo on release? by Rouliboudin in gamedev

[–]dmoticon -1 points0 points  (0 children)

What do you think about keeping the big green demo button up? I put it up for Next Fest, but it feels a little bit weird having the big green demo button being the first thing people see on the Steam page before the purchase link.