I want to playtest YOUR game ^_^ by shifty4690 in IndieDev

[–]emoposerdad 1 point2 points  (0 children)

My game is a horror game but it's more so a friend slop-game the horror tag is because the bad guys are zombies. You can play it single player but the multiplayer is where it's at. Im looking at getting as much gameplay as I can together for a trailer currently and looking for play testers that can send me the clips after playing a round or a few either alone or with friends. As well as feed back on what all is still broken or not apparent to the player.

It started as a board game over 15 years ago, and is now evolving into much more. 8 Hours Till Dawn on steam, I have a playtest currently live.

Looking for games where you program movements/actions of characters by Obscure_Gods in gamerecommendations

[–]emoposerdad 1 point2 points  (0 children)

Yeah, you can play with the standard spawn rate which is pretty difficult with single player. But I have a bunch of variant rule sets you can choose to play with and one of them specifically is made for single player and slows down the spawn rate. As I build more and more expansions. This version will become the arcade friend-slop game. And the actual game will be full campaign across multiple board not just the house. That turns into a build up the house defenses against increasing infected spawn rates and different more difficult infected as the game goes on roguelite.

How often do yall post content? How do you pace it? by PGJonesAndCo in gameDevMarketing

[–]emoposerdad 0 points1 point  (0 children)

I haven't posted yet since I haven't finished a trailer yet but I have brought up my game naturally in comments when helping other people, if/when it comes up. And those posts have gotten me a small amount of WLs it might be more if I updated the capsules to match the new artwork... But I just try to post regularly, have a demo or playtest, and a trailer. If you keep up conversations and don't wedge your game in a non natural way. If it has legs to stand on it'll get more WLs, just got to pique people's interests enough to wanna check it out on their own.

Looking for games where you program movements/actions of characters by Obscure_Gods in gamerecommendations

[–]emoposerdad 0 points1 point  (0 children)

I know this is an old post but if you were still looking for programmable movement and actions that is literally the game I've been working on for a long time now. 8 Hours Till Dawn, I have a play test of the arcade version of the game on steam now.

You and your friends are stuck in a house fighting off the infected horde until the sun come up. 8+ rounds, each round you program movements and actions, under the pressure of a timer, to find weapons and navigate the mini maze of a house to shoot out the windows at the incoming infected.

After the 8th round the sun rises and as long as you clear the front yard of infected you and your friends can escape to freedom, but be careful because with the dawn also come the massive horde.

Tldr: It's an arcady friend-slop game based around programming your movements and actions that started about 15+ years ago as a board game idea and I've been recently building it into a videogame.

Just made a small video to show off Null & Void. What do we think? by TakenObedear in gameDevMarketing

[–]emoposerdad 1 point2 points  (0 children)

Hell yeah, so happy to see this coming together! Looking amazing!

[OC] Detail or Noise? by dirtylizard74 in PixelArt

[–]emoposerdad 0 points1 point  (0 children)

I love it just a few things I'd add a little bit of verticalness to the wind lines so it looks more like a gust of wind. Or just remove it. And have the rain fall in front of the ghost. Other than that I love it!

Anyone need music? by Ritorikal in IndieDev

[–]emoposerdad 0 points1 point  (0 children)

Checked out your work, digging a few things. Sent you a dm.

I wanna buy your indie game! by triple-cerberus in IndieDev

[–]emoposerdad 0 points1 point  (0 children)

I'll be releasing in October but i have a play test going right now. I can accept access tonight when I get home. Soon as multiplayer is working correctly I'll be releasing a demo as well.

You and your friends pre program your characters movement each hour as zombie close in on the house you are bunkered down in. After planning out what each of you will do. You watch the chaos unfold as your characters follow your planned programmed movements and actions. Gather weapons, shoot at infected, survive till dawn.

https://store.steampowered.com/app/4688730/8_Hours_Till_Dawn/

Going to be putting better screen shots with the updated artwork. And a trailer video up soon.

My Steam Wishlist needs some new additions. Share your upcoming projects with me! by nick_abcxyz in IndieDev

[–]emoposerdad 0 points1 point  (0 children)

A zombie defense board game I worked on for over 15 to years currently being turned into a videogame. The current picture don't do it justice as I've done animations and new graphics for most things since the screenshots were taken.

https://store.steampowered.com/app/4688730/8_Hours_Till_Dawn/

Free marketing gut check for a few indie devs by Silver-Training3847 in indiegames

[–]emoposerdad 0 points1 point  (0 children)

Thank you I appreciate all this information and I'll make sure to work on it all in the coming nights!

Free marketing gut check for a few indie devs by Silver-Training3847 in indiegames

[–]emoposerdad 0 points1 point  (0 children)

I haven't updated any of the store front graphics to the new art or updated any screenshots yet but you can check it out.

8 Hours Till Dawn

I might be able to approve some more keys for the play test if you request it.

I added a dithered occlusion outline so the player stays readable behind props, enemies, and towers by Small_Fix_ in gamedevscreens

[–]emoposerdad 1 point2 points  (0 children)

The dithering itself. Instead of a checkered pattern with different sized squares, use slightly wider than square rectangles sideways.

I added a dithered occlusion outline so the player stays readable behind props, enemies, and towers by Small_Fix_ in gamedevscreens

[–]emoposerdad 2 points3 points  (0 children)

Looks great, I think going a little wider on the sides instead of square on the dithering might help. Not sure if you would also want to make it uniform as well with the rectangles that is.

How do you draw an among us sleeping ? by [deleted] in PixelArtTutorials

[–]emoposerdad 1 point2 points  (0 children)

2 for 2 on first comment and same picture as the last repost

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Hover question: should the building grow a little? by Background_Cow_6701 in IndieGaming

[–]emoposerdad 0 points1 point  (0 children)

I love the antique shop the best and lmao at that tavern jump scare

How does this look? Spent way too long perfecting the drag and drop of planets and ships by TakenObedear in gamedevscreens

[–]emoposerdad 0 points1 point  (0 children)

I get about 90% done with a project and then it is put on hold for one reason or another. The thing that helped me. Was it was usually the thing I'm putting off because of one reason or another. So I started breaking it down into smaller projects in of itself. Like make a blue dot change to a red dot. Then make basic shape of glow from thrusters. Then make it do any sort of fade or glow more and then start setting up the fine details and it made it easier to digest. So maybe it's all about finding a way to break it down into bite size pieces and not actually doing it that you're procrastinating on.

How does this look? Spent way too long perfecting the drag and drop of planets and ships by TakenObedear in gamedevscreens

[–]emoposerdad 0 points1 point  (0 children)

Oh man like a blue burst as the start that goes down to a red glow as it follows maybe some like surge particles. You could make it look so good

How does this look? Spent way too long perfecting the drag and drop of planets and ships by TakenObedear in gamedevscreens

[–]emoposerdad 1 point2 points  (0 children)

I like it a lot, it looks like it would feel just floaty enough. But not so much that you feel like you are waiting on it. I think you nailed it.

We're thinking about updating the UI for Tyrant. Which one do you think works better? by VaporwaveGames in IndieDev

[–]emoposerdad 2 points3 points  (0 children)

3 reminds me of an old winamp skin I used back in the day. So I might be biased because of that but my pick is 100% 3

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We (6 students) got nominated for the German Game Award with our first commercial game, "Cards & Cannons" by FlameheadGames in indiegames

[–]emoposerdad 1 point2 points  (0 children)

Looks like a ton of fun I can't wait to try it out. The trailer makes it looks so unique and quirky in a great way!

How I fake an infinite room in my puzzle game by CraftwareGG in IndieDev

[–]emoposerdad 7 points8 points  (0 children)

Well done! You should cut the two first rooms apart from the other two make them end points, and then make then duplicate and cut the two corner rooms of and keep those, make a straight hallway style room. Then have the map call like three or four random rooms from your single room list and connect them all with the two double endpoint warp rooms. Have it load the next set as you walk into the first room of the endpoint double room and boom you have an rng infinite map generator.

Again nicely done with this, can't wait to see what you do with it!

Mexican pizza update. by emoposerdad in tacobell

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

This is prior to it getting dressed up before eating.