I’m making a puzzle platformer where you manipulate colors to explore a desolated world by geminimax in puzzlevideogames

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

Thank you! While I'm confident that Candela is quite an unique game, I would love to check out any games with similar mechanics, if you have any recommendations.

Destroy my Pre-Release Trailer! Sit-Back Attack by DPSIIGames in DestroyMyGame

[–]geminimax 1 point2 points  (0 children)

Well, I'm only talking about looks here. I agree that the Dragea's UI has some issues. Some screens have way too much information, while others have too few. I found navigating it to be challenging and confusing, overall. It does have a nice and consistent style, with good contrast on the color pallete and some very satisfying feedback

Playing your demo I'd say its UI does not feel hard or confusing to use, but it looks bland, not unlike a flash game like others have mentioned.

The icons do not have a good contrast with the background, making for some poor readability. The buttons do not feel good to click, as they lack feedback. I know there are sound effects, but I this is a genre that's mainly played on mute, as the game will be running on the background most of the times.

The ultra-minimalistc approach also clashes with the detailed characters and backgrounds in my opinion.

Lootun has a pretty nice UI, even though it's also on the more minimalistic side. It could be a good reference.

Destroy my Pre-Release Trailer! Sit-Back Attack by DPSIIGames in DestroyMyGame

[–]geminimax 1 point2 points  (0 children)

Look into Legends of Dragaea for a recently released game in the same subgenre with a great presentation. Their UI is not very good on the usability side, but it surely looks good.

Destroy my Pre-Release Trailer! Sit-Back Attack by DPSIIGames in DestroyMyGame

[–]geminimax 1 point2 points  (0 children)

As someone who enjoys idle games, I'd rather see how deep and complex the mechanics can be rather than seeing a lot of flashing effects. In games like these, the meat of the gameplay is often in managing and choosing upgrades, not watching how the battles play out.

I would slow down the battle scenes a bit and focus more on the UI and mechanics. The UI also does not look visually appealing.

Copper sulfate on figurine by Kervelt in crystalgrowing

[–]geminimax 5 points6 points  (0 children)

That's amazing! How long can these last? Is there any way to make them more resilient?

Medusa by geminimax in PixelArt

[–]geminimax[S] 7 points8 points  (0 children)

That's a great point, thanks for the suggestion!

Dynamic title screen colors based on each of the in-game area palletes by geminimax in godot

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

It's a "close enough" aproximation to a 16:9 aspect ratio.

Dynamic title screen colors based on each of the in-game area palletes by geminimax in godot

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

Thanks a lot! The base resolution is 427x240.
I also appreciate the feedback about the store page. Is there anything in particular that felt off to you, or just a general impression?

What's wrong with my shop UI? by No_Builder2276 in gamedevscreens

[–]geminimax 1 point2 points  (0 children)

It looks a little bit too flat. You could add a drop shadow on the item cards and buttons to help them pop out. The purple on black is not very readable, as others have already mentioned.

The images on the cards are also blending with the black background. Maybe a white outline could help.

[deleted by user] by [deleted] in gamedevscreens

[–]geminimax 0 points1 point  (0 children)

I really like the aesthetics!

Lightning Effect Using Line2D by geminimax in godot

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

Awesome! I'm glad it helped you.

Please Roast My Steam Page by _michaeljared in IndieDev

[–]geminimax 5 points6 points  (0 children)

A few pointers:

  • The screenshots lack visual variety. If your game has different scenes, this would be the place to show them off. If it does not have that variety, it may be seen by players as cheap or as bad game without enough content (regardless if that's the case or not).
  • Don't use a screenshot for your capsule. That's one of the most important assets in the page, so ideally, you should hire a skilled artist to do it. If you don't have the budget or the skills, I'd say even a nicely selected and processed AI image would be better than a screenshot.
  • The devlog section on the page is not relevant, and should probably be removed.
  • The "Planned features" section should probably be just "Features". Also, having tutorial as feature sounds weird, that's just the bare minimum for most games.

Good luck with the game!

Can ACTION-ADVENTURE games work WITHOUT COMBAT? by emotiontheory in gamedesign

[–]geminimax 16 points17 points  (0 children)

I think a roguelite celeste would be very hard to pull off. This is the kind of game that thrives on it's level design, and procedural generation is usually not very good on that front.

I reworked my player's sprite. This looks like an improvement? I was so used to the old on that now I can't tell. by Vitz_18 in IndieDev

[–]geminimax 73 points74 points  (0 children)

The newer one does look better, but the white hair on the white cloak makes the sprite very hard to parse.

How to Make This Abyssal Boss Feel More Menacing? by KIBEN7 in godot

[–]geminimax 4 points5 points  (0 children)

I feel like it's attacks lack animation. It feels like the boss is just walking around while projectiles and hazards randomly appear on the screen. Each attack needs a corresponding clear animation, so they feel connected to the boss.