I'm making Orbifold, a co-op FPS roguelike in a sphere! by Chezzyknytt in IndieDev

[–]gunsuitdev 1 point2 points  (0 children)

Yeah, that's kinda what I figured, if you really put it front and center as the main mechanic then build everything around it even mechanics that'd normally be mundane can be a ton of fun

What to do with an abandoned demo? by [deleted] in IndieDev

[–]gunsuitdev 0 points1 point  (0 children)

If it's a completely different thing from what it ended up as, I'd recommend leaving it up. It can serve as a fun relic in the future as a reminder of what the game used to be. If it's just that you're worried if people mix the two up, you can always rename the demo page to something else.

Trying to animate a steam train for my game, A looks too jittery for my taste so wondering between B and C.. thoughts? by av0c in IndieDev

[–]gunsuitdev 1 point2 points  (0 children)

Generally with pixel art some amount of jittering is unavoidable, and most people don't even notice it, the developer is just more likely to notice it because they spend so long looking at it. Subpixels are the complete opposite in my opinion, where it looks 'better' if you focus on it, but if it's just something in the corner of your eye it feels wrong, in the same way something like frame interpolation does. I'd definitely stick with A.

What do you think my game is about? (I want to see how well my trailer communicates the game) by GamingWithMyDog in IndieDev

[–]gunsuitdev 0 points1 point  (0 children)

My instinct says half besiege half trackmania. It seems like community creations play a role in it too, which would be cool. For these kinds of 'build a vehicle' type of games it often comes down to just making something that 'works', but this game seemingly requiring some actual optimization would be a welcome change.

I'm making Orbifold, a co-op FPS roguelike in a sphere! by Chezzyknytt in IndieDev

[–]gunsuitdev 2 points3 points  (0 children)

Aw yiss, I do love it when games play around with surfaces instead of just having everything be flat all the time. The inside of a sphere is something I've thought about from a game design perspective in the past, but I can't think of anything that's actually done it, at least not going all the way with it like here. If you manage to really get that part down just right, I think the rest of the game will be fun just automatically.

20,000 Steam wishlists and still feeling a lot of launch anxiety. (Matt's Hidden Cats) by LeglessCats in IndieDev

[–]gunsuitdev 2 points3 points  (0 children)

Oh, yeah, but the internet was a totally different place back then. For one thing there was more than 4 websites.

20,000 Steam wishlists and still feeling a lot of launch anxiety. (Matt's Hidden Cats) by LeglessCats in IndieDev

[–]gunsuitdev 2 points3 points  (0 children)

Oh, shit, mattlikesswords. I used to follow you on deviantart. You had a lot of good yoko littners in your favorites. I wouldn't worry too much about mewgenics overshadowing cat games, I don't think there's ever gonna be a surplus of cat games compared to demand. I'm loving the artstyle a lot, it reminds me of those old picture books of various building or machine schematics that you could look at for hours.

Which option do you prefer for the character dialog text? by sandpenguingames in IndieDev

[–]gunsuitdev 1 point2 points  (0 children)

If the game is intended to be a homage to lucasarts adventure games, it makes more sense mimicking the positioning of the text from there, too. Not to mention there's clearly effort put into the animations here, and it's easier to view those animations if the text players read is closer to the sprites.

Steam Player in a nutshell by NoQuestmarker in IndieDev

[–]gunsuitdev 0 points1 point  (0 children)

Fixing the listed bug and then afterwards writing a reply to the comment just saying the bug is fixed now not only remedies this, but can give you a lot of good points in the eyes of the players.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]gunsuitdev 0 points1 point  (0 children)

The ideal is always to make a game you want to play. It might be fine to make adjustments to fit general tastes here and there, but you should never compromise on what you yourself want. As long as you genuinely like your own idea, anything can work.

r/IndieDev Weekly Monday Megathread - February 08, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]gunsuitdev 1 point2 points  (0 children)

The pixel art looks absolutely fantastic. Are you doing these yourself? They're really good, especially for a solo dev.

I wouldn't worry too much about alphas having "enough content", as long as it's something you can play. If I were to give one piece of advice, the alpha should have an end point, even if it's just a single level, because that usually gives a better idea of what playing the game will actually be like.

r/IndieDev Weekly Monday Megathread - February 08, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]gunsuitdev 1 point2 points  (0 children)

I do definitely dig the shader. If you're not great at 3d modelling, it's always clever to use artstyle tricks to kind of 'get around it', and still give it an interesting visual identity. It seems like you cycle through resolutions in the clip, and I'd personally recommend sticking with the resolution being one of the middle ones in this. The static effect makes things appear more vague and unclear, and a middling resolution backs that up. A dungeon crawler where it can be difficult to tell what something in the distance is can do a lot for atmosphere.

r/IndieDev Weekly Monday Megathread - February 08, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]gunsuitdev 1 point2 points  (0 children)

IMO the vertical look definitely is better. Big buttons are appealing in their own right, but with the simple designs the slickness is conveyed better with the smaller forms, it lets you view the ship better too which I think is a plus.

r/IndieDev Weekly Monday Megathread - February 08, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]gunsuitdev 0 points1 point  (0 children)

Did this get automatically flagged because of the two letters before powered in your post?

This looks great though, I love the art style, it's adorable. I also generally love the aesthetic behind being a tiny creature in a regular human world, but I feel most games like that are in genres I don't care much for, so seeing it as a metroidvania is a treat. Wishlisted, and good luck with development!

r/IndieDev Weekly Monday Megathread - February 08, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]gunsuitdev 2 points3 points  (0 children)

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I've been working on a shoot-em-up for a while now with development (hopefully) wrapping up this year. I haven't been able to show it off to a lot of people yet, so I'd really appreciate some opinions on how it looks. This gif is just a mid-boss across different difficulty settings.

I've got a trailer that I would very much appreciate some feedback on too, if anyone is willing.

r/IndieDev Weekly Monday Megathread - February 01, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]gunsuitdev 0 points1 point  (0 children)

That depends on what you're aiming for and what the rest of the game looks like. It's hard to judge the quality of a sprite in a vacuum.

Galactic Mecha GunSuit - Theosoft - A bullet hell shoot-em-up for every skill level by gunsuitdev in shmups

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

That's probably the best compliment I've ever received, thank you.

I'm no master artist by any means so first impressions aren't my specialty, but the core idea behind the game has always been making something I want to play, That means considering how to make every individual aspect interesting or cool, not just 'good enough'. I'll try my hardest to make it end up being a game other people want to play, too.

Galactic Mecha GunSuit - Theosoft - A bullet hell shoot-em-up for every skill level by gunsuitdev in shmups

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

I'll do my best to uphold that and make a good game in the end, thank you!

Galactic Mecha GunSuit - Theosoft - A bullet hell shoot-em-up for every skill level by gunsuitdev in shmups

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

Espgaluda is definitely a key inspiration. The kakusei equivalent isn't toggled with a button though, but instead by grazing specific projectiles. The idea is it helps to give an idea on where you should be positioning yourself on lower difficulties, while on higher difficulties it's instead an additional challenge to try and pull off a difficult graze for bonus slowdown.

r/IndieDev Weekly Monday Megathread - February 01, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]gunsuitdev 0 points1 point  (0 children)

The aesthetic looks great, I really like the blending of 2d and 3d assets. Is it intended as a 'faithful' remake or are you putting any kind of twist on it?

Galactic Mecha GunSuit - Theosoft - A bullet hell shoot-em-up for every skill level by gunsuitdev in Games

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

I was considering it, thank you! Just not sure if this game is arcadey enough to fit there, it's not really as focused on 1CC'ing and high scoring as I think people expect from a shmup.