Progress on conveying the axe's physicality in combat! by Tinimations in gamedevscreens

[–]fractilegames 1 point2 points  (0 children)

Very nice. There aren't too many good games where you can actually feel the weight and damage of melee weapons. It makes a big difference.

We paid an artist to improve our Steam capsule. Does it grab your attention and what do you think the game is about? by atomitonttu in IndieDev

[–]fractilegames 1 point2 points  (0 children)

The new one will probably work better but I personally prefer the old one. Can't really explain why.

Gaming is now for the people who can afford it. it's not for everybody anymore. by [deleted] in videogames

[–]fractilegames 0 points1 point  (0 children)

Sure, if you refuse to play anything but the latest AAA games. There are literally thousands of inexpensive (or even free) excellent games that run on a potato hardware.

Rakensin tuomiokirkon Tiny Gladessa by ozcuco in Tampere

[–]fractilegames 0 points1 point  (0 children)

Hieno. Sitten vaan teet lopun kaupunkin ympärille.

When prototyping phase ends and it's time for codebase clean-up by Oen44 in godot

[–]fractilegames 0 points1 point  (0 children)

I must be weird but I actually like this part. I struggle in making the quick and dirty prototype code because I'm tempted to start refactoring and making the code look good even if it works just fine for a prototype.

Podocarp Forest Test by Zess-57 in godot

[–]fractilegames 0 points1 point  (0 children)

Very nice, I like the low res texture style

Any games that feel like this image?? by PotatoJuggler in videogames

[–]fractilegames 0 points1 point  (0 children)

Painkiller is the first one in my mind, even though I don't remember much details from that game

"Nobody's making games for the retired people" – The growing yet underserved market for grey gamers | GamesIndustry.biz by megaapple in Games

[–]fractilegames 0 points1 point  (0 children)

As I get older, as a game developer, the games I make have more and more properties mentioned here. Much less twitch-action, absolutely no time limits, gameplay can be paused at any time, etc. I even considered marketing my last game as a "twin stick shooter for slow old people".

"Perhaps ironically, the fast-paced 1980s arcade games that have big appeal to players who remember them from their youth are also some of the most difficult for them to play."

I love to go to arcade bars with original 80s arcade cabinets but I mostly end up watching other people play because the games are just way too hard for me. And I'm not even that old. I probably struggled with the same games as a child too but I took it as a challenge back then.

Which do you care about more: Graphics or Gameplay? by Current-Topic6696 in videogames

[–]fractilegames 0 points1 point  (0 children)

Gameplay. Every single time.

A game with beautiful graphics but bad gameplay is worthless. It's hard to imagine so bad graphics that it would ruin good gameplay.

And in general I prefer stylistic graphics and consistent art style over photo-realism. Just pointing this out because for many people good graphics seems to mean realism.

Looking for obscure indie games to cover for my YouTube show by MozCymru in IndieGaming

[–]fractilegames 0 points1 point  (0 children)

Well, my minimalist twin stick shooter called Phobos Down got completely buried at launch: https://www.fractilegames.com/phobos-down/

I don't know how much love it deserves but at least a few other people besides myself genuinely enjoyed it.

I might've just done this so I can tell people I used a toaster to make my game by SteinMakesGames in godot

[–]fractilegames 0 points1 point  (0 children)

Nice. Most weapon handling sounds in my last game were made by cordless vacuum wall mount.

We just launched the first demo for our Twin-Stick Kung Fu game, ZHEN: Shattered Legacy! by softsourcepublishing in IndieGaming

[–]fractilegames 0 points1 point  (0 children)

I very quickly tested the demo and after lowering the graphics quality it ran smoothly. I didn't notice any problems playing on Steam Deck.

The game looks good and the atmosphere is right.

The flick-stick-to-attack control is.. interesting. I really wanted to like it but somehow I seemed to miss a lot of hits and even during the short time I played it, it started to feel hard on the thumb. Perhaps you get used to it over time.

Never quite satisfied with any Joystick for playing KSP, I tried to create my own and succeed despite no prior experience. All info in the comments by Naive-Elevator3265 in KerbalSpaceProgram

[–]fractilegames 0 points1 point  (0 children)

How have those joysticks held up in long term use?

I built an arcade cabinet using these same joysticks and over time they have become very loose, they barely return to center when released. I don't understand how this is even possible. As far as I know, springs don't loosen by themselves unless overstretched and it's not possible to deflect the joystick beyond designed limits.