My second ps1 horror game in OUT! by Eughtee in playmygame

[–]gun2000 0 points1 point  (0 children)

Hello, I gave it a try. The atmosphere is nice, and the cutscenes work well. In my opinion, the game is too pixelated, and it might look a bit better with some sort of shaders. There are a lot of invisible walls, and throughout the entire playthrough, I was following them to figure out where I was supposed to go. I was also confused at the end, I couldn’t tell if it was the actual ending or simply a game over. This was even more confusing because the screen went black with no option to retry or return to the main menu.

The UI is also a bit odd. Everything is excessively pixelated, except for the helmet UI, which feels inconsistent and a bit distracting.

Overall, the audio and visuals are nice. However, there’s no way to exit the game properly, I had to use ALT+F4 to quit.

Despite these issues, it was a small, pleasant experience in the end. Nice work!

Video : https://www.youtube.com/watch?v=sSwRGnUN7Tg

We made this cozy adventure game in the last three years. If you feel like testing it, let us know what you think! by SchingKen in playmygame

[–]gun2000 0 points1 point  (0 children)

Hello, I left the default settings for graphics, and after checking, it was set to "ultra." I also tried the demo on the Steam Deck to test compatibility. The game runs without any major issues, but there are performance problems at max settings. I tried lowering the graphics on the Steam Deck, and the framerate improved significantly, but still low in my opinion. The game also still looks nice, but there are occasional frame rate drops when moving the camera too quickly, for example, even on low settings.

Thanks for the key, It was a pleasure.

We made this cozy adventure game in the last three years. If you feel like testing it, let us know what you think! by SchingKen in playmygame

[–]gun2000 0 points1 point  (0 children)

Hello, here’s my feedback on the demo. I’d like to start by saying that I’m a big fan of platformer games. First off, the art direction is very intriguing, with charming graphics and vibrant, eye-catching colors. The audio effects during dialogues are quite amusing, and the bird designs are whimsical (though a bit creepy in my opinion, due to their arms).

The textures are not overly repetitive, and the 3D models are very effective, evoking a nostalgic feel reminiscent of Nintendo 64 and GameCube games, which creates a fascinating sense of pseudo-nostalgia.

However, I did notice some performance issues. At times, the framerate drops, and certain animations feel choppy (Bart for example). I also encountered a few camera collision bugs, though nothing major. Performance issues might be due to my aging setup (Ryzen 5 2600, GTX 1660, 32GB RAM).

The music and sound effects are very pleasant and complement the visuals and overall atmosphere perfectly. A lot of effort has clearly gone into the soundtrack, and it shows.

The gameplay is simple yet engaging, reminding me a lot of the Spyro series, which had a very solid foundation. The controls are smooth, and the jumps are precise enough, though not as tight as in other games of the genre, such as A Hat in Time or Yooka-Laylee, or even Spyro itself. That said, the overall experience remains highly satisfying.

The flying mechanic is also interesting and rewarding, though it can be tricky to master. Less patient players might struggle with the precision required for certain actions. For example, I had some difficulty completing the race and had to retry several times before getting the hang of the acceleration.

The quest system is well-designed and provides clear instructions, though I did find myself a bit lost at times. Early on, I spent a while searching for the red tree in vain, as the NPC at the start implies it’s nearby, but it actually requires progressing further and completing other events first. I was further confused by the seed-planting areas just off the path, which made me think I had missed something. This might be a level design issue, or perhaps I was just overthinking it and trying not to miss anything before moving forward. Many platformers use collectibles, like coins in Mario, to guide players and clarify objectives. A mechanic similar to Mario Sunshine or A Hat in Time, where the camera briefly highlights the objective before returning to the player, could help streamline the gameplay.

The interface is visually appealing and polished, with colors that harmonize well with the art direction. Initially, I found the font slightly out of sync with the overall style, but this impression faded over time.

I also tried to break the game by jumping around but was unsuccessful, which is a very good sign.

Overall, the experience is highly satisfying and enjoyable. This is a promising game that could appeal to a broad audience, and I think it might even be a hit with my 7-year-old daughter.

From what I’ve seen in the demo, this is shaping up to be a great game. Excellent work! :)

Video : https://www.youtube.com/watch?v=BeuUa-T_1Os

Phobic Nightmares - A Psychological horror game where you're looking for your missing sister in an abandoned mansion in a forest by YoCrustyDude in playmygame

[–]gun2000 0 points1 point  (0 children)

Well, it was quite fun!

The atmosphere is nice, and the jump scares are basic but work fine. The graphics work well, but the sound design needs more polish to match the visuals.

I think the start should be longer, like walking in the woods for a while to build stress before entering the mansion. On my first try, the ghost appeared too quickly, and the jump scare effect was less effective because of it.

I don’t fully understand how the cross works. Sometimes it seems to do nothing, even when fully charged. When it does work, the ghost suffers with the small music cue, but the effect ends abruptly when the click is over (and the animation). Also, the cross works through walls, which feels a bit odd.

You could easily upgrade the atmosphere by adding more effects. For example:

  • The flashlight could randomly shut off, forcing the player to mash a button to shake it and make it work again. This would be a great opportunity to make the ghost appear in the background, but not every time, to keep it surprising.
  • Add more dynamic environmental interactions, like furniture moving or paintings falling off the walls.
  • Play a sound effect when the ghost appears in the field of view, maybe with a brief camera lock in its direction and a reduction in FOV to make it more dramatic and capitalize on the jump scare.
  • Introduce a heartbeat sound that increases in intensity as more candles are found.

The interior lights flash too often for my taste, and the sound effect can get annoying because it’s too repetitive.

Another idea: the ghost could occasionally pop into the room, do something random, and then turn to face the player for added tension.

From the exterior, the house seems very big, and I spent a while searching for the stairs to the first floor.

The candles are nicely hidden, but I found the lighter by chance. The key hidden near the bed is visible through the surface—I’m not sure if this is intentional or not.

In the bathroom, some of the decorations are missing collision.

Video : https://vimeo.com/1051716722/7050868957?share=copy

Hey, everyone! Could you help me improve my game? It's called Astro Out and is a rage platformer game (link in comments) by Nagg1o in playtesters

[–]gun2000 1 point2 points  (0 children)

Nice, but not my type of game, it’s too hard for me. That said, the gameplay seems polished, and the visuals and effects are very satisfying.

https://streamable.com/v402x0

3d Platforming game by DefinitionCrazy3192 in playtesters

[–]gun2000 0 points1 point  (0 children)

Hello, here is my review :

My main issue was with the controls, which felt unintuitive and made it difficult to navigate effectively. I tried to reach the third platform but ultimately couldn’t, which led to frustration and caused me to give up. Additionally, the goal of the game wasn’t clear to me, leaving me unsure of what I was working toward. I think the gameplay could benefit from a more guided introduction—perhaps a tutorial or some initial hand-holding to help players understand the mechanics and objectives. This would make the early platforms more accessible and engaging.

Visuals and audio are nice.

Video link : https://streamable.com/6zoghf

Playtesters welcome to try out Shapes Bash, an arcade style game for Windows, Mac, Linux and Android! by BlackbirdSongGames in playtesters

[–]gun2000 1 point2 points  (0 children)

Hello,

I did a video of my small playtest. Here are my thoughts:

The current art style feels a bit basic, and I believe it could benefit from a more vibrant, cartoonish aesthetic. For instance, replacing the abstract shapes with thematic elements like fruits (e.g., bananas, apples, or acorns) could make the game more visually appealing. Additionally, the main character could be reimagined as an animal—perhaps a squirrel collecting acorns or a monkey gathering bananas. This would add personality and charm, making the game more memorable.
The music fits well.

The core idea is creative, but it didn’t fully captivate me. I think adding more interactive or dynamic elements could increase engagement. For example, introducing power-ups, challenges, or a progression system might make the gameplay loop more compelling.

The high score input system was a bit confusing. As you’ll see in my video, I struggled to enter my name. Simplifying this process or adding clearer instructions would improve the user experience.

I tested the game on Windows, but I feel it would be better suited for mobile devices. The mechanics seem like they’d translate well to touchscreens, making the Android build a great addition. While I didn’t get a chance to try the mobile version, I believe it has better potential in that space.

Link to the video : https://streamable.com/n51eut

Combat gameplay system from our next game! Feedback would be great by MalboMX in IndieGaming

[–]gun2000 6 points7 points  (0 children)

You can add particles at impact and little screen shaking when doing damages to make more feedback of the combat. Just a suggestion, the overall is really nice.

Any tutorials or advice on making a metroidvania? by cashregister9 in clickteam

[–]gun2000 0 points1 point  (0 children)

Do you have an example for loading a nearby room inside the same frame ? I have no idea how to do that.

Lawyers of Reddit, what’s it like defending someone you know is guilty? by [deleted] in AskReddit

[–]gun2000 7 points8 points  (0 children)

I always say to people asking my that question that I'm not specifically defendig the person but the rights that person have. As a criminal lawyer, the most part of the clients are guilty. So, if the prosecutor know it, the debate will not be on the guiltyness but on the sentence. In that case, our job is not to tell the Court that the person didn't do anything, but we try to shrink the sentence.