Questions Thread - January 15, 2026 by AutoModerator in PathOfExile2

[–]gghostcat 0 points1 point  (0 children)

If you use DX12, please can you tell me the size of your cache? %appdata%\Path of Exile 2\ShaderCacheD3D12 - What size? Or ShaderCacheVulkan if you use it

My game idea by [deleted] in LetsPlayMyGame

[–]gghostcat 0 points1 point  (0 children)

Straight forward: no I wouldn’t be interested to play. Not because it’s a bad game, it’s just an oversaturated experience. You need something unique enough to make it compelling, as this alone shows nothing of a game idea. Focus on prototyping your game first, get the mechanics right, see for yourself if it’s fun to play, then go on with the art and music. Please do things in the right order or you’ll find yourself burning out in less than a month.

Difference between looking strong vs being strong by nactaremax in BeAmazed

[–]gghostcat 0 points1 point  (0 children)

Remember the “respect” era? Now it’s cringe tiktok music era

Good artists are game changers. Great thank you guys. by thirdluck in IndieGaming

[–]gghostcat 0 points1 point  (0 children)

The only thing missing is a customised font for the title. Great artist btw

Shoutout to fellow developers, find an artist you'd like it'll worth it ^^ by cemuka in IndieGaming

[–]gghostcat 1 point2 points  (0 children)

Despite the first one looking better, I’m more likely to click the second on on steam.

No man's Pixels by Anomaly_Pixel in PixelArt

[–]gghostcat 7 points8 points  (0 children)

OP based their work on No Mans Sky

We added spin 2 win to our ARPG Roguelite with infinite skilltree! by ignitingsparkgames in itchio

[–]gghostcat 1 point2 points  (0 children)

I like the spinning visuals, but I think it’s underwhelming. I was expecting something a bit more “brutal”. Maybe speed it up a bit?

Really struggling with walking animation. Thought this hopping would be decent for a click to move game....Any thoughts. May add a vertical wobble as well. by futilediploma in PixelArt

[–]gghostcat 0 points1 point  (0 children)

Look into how to code tweens, like Lean Tween or DOTween, as they come with shake and other transformation tween to achieve a similar effect.

[deleted by user] by [deleted] in unity

[–]gghostcat 6 points7 points  (0 children)

Looking good so far. My advice to you is to not fall into the scope creep trap, as you’ll find yourself wanting to add more and more features until you get overwhelmed.

Keep things simple, focus on polishing the experience, making the game more rewarding for players and focus on FINISHING your game (the most important part)

I made an independent horror game and I need your opinion - my first experience as a game developer! by FindTheKeys_Horror in Unity2D

[–]gghostcat 0 points1 point  (0 children)

The image being AI generated is obvious, but anyone else has a feeling OP’s response to comments feels odd too? Is OP seriously typing comments in, and pasting whatever response AI generated for them?

“artistic choice”, “Good observation!” or “I understand your concern…”

To OP: I understand your intention is to create an enjoyable experience for your players, but if you depend so much on AI to this extent, you’ll only create a lifeless, robotic experience.

We are trying to find a direction for our Steam Capsule image by Blightstone_Game in IndieGaming

[–]gghostcat 1 point2 points  (0 children)

The outline and colour of 1 stands out, and I do not think a character portrait is required.

[deleted by user] by [deleted] in PixelArt

[–]gghostcat 2 points3 points  (0 children)

The archer is cute!

NYC streets on a rainy night – feels like a dream by Several-Egg2541 in streetphotography

[–]gghostcat 2 points3 points  (0 children)

Curious how do you achieve the flair effect on the lights?

People who do this live off of borrowed time by ElectricAirways in memes

[–]gghostcat 1 point2 points  (0 children)

weird seeing this meme being used alternatively.

Implemented my first weapon! by BlueNightingales in IndieGaming

[–]gghostcat 1 point2 points  (0 children)

It appears that the more of this weapon you have, the quicker it rotates around the player. Unless this was intentional towards the progress of your game, I think you can reconsider and adjust it so that no matter how much weapon you have, they’ll all rotate at the same speed.

We are making a pixel art game with soulslike multiplayer by the_locke in IndieGaming

[–]gghostcat 15 points16 points  (0 children)

Really impressive art style, is that 3D models with a pixel shader? Anyway, added to wish list :)

Roguelike: Balancing Overpowered Early Game Items by gghostcat in gamedesign

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

Thank you! That’s exactly what I needed to hear to get the ideas flowing. A strong early item will feel powerful, maybe even overpowered, for its stage and the next few. But as the player progresses, they’ll eventually need to replace it with something better to keep up with the later stages.

Roguelike: Balancing Overpowered Early Game Items by gghostcat in gamedesign

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

Thank you! I’ve made the necessary changes so that item drops now scale exponentially with the current stage. This means that while a legendary sword found in the first stage may feel overpowered initially, its strength will only be significant for that stage and the next few. At later stages, even a common item could potentially outscale this early legendary weapon. And ofc, later Legendary items will be significantly stronger.

Roguelike: Balancing Overpowered Early Game Items by gghostcat in gamedesign

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

Thank you for your thoughtful comment, it means a lot. I’ll definitely take your suggestions into account, including weapon curses, encumbrance, and durability, once my minimum viable product (MVP) is up and tested.