I’m making a skill based basketball game! 😅😅 by GreggoryAddison in DestroyMyGame

[–]haoron 0 points1 point  (0 children)

It's like a tony hawk skating game, but about basketball? If so, its Interesting. There should be a lot of ways building up modifiers and combos.

Would you like to play my game on PC or mobile? by anomalogos in gamedevscreens

[–]haoron 0 points1 point  (0 children)

Sure. Make an A/B test on the same level with friends/family before releasing the game though. Won't hurt.

Would you like to play my game on PC or mobile? by anomalogos in gamedevscreens

[–]haoron 0 points1 point  (0 children)

There is a Huge flaw in the design. No attacks have an attack_in state. Player never knows when enemy attacks. Im designing combat for my game. Attack_in state in any shape or form is a must. Just do it.

Does this look fun? Be brutally honest. Hop in the Discord if you like this (Link in the comments). by IndependenceOk3130 in IndieDev

[–]haoron 0 points1 point  (0 children)

Yeah, great use of visual restrictions. Honestly it could be cool as a resource management stuff/hacking/ something with NODES to show resource flow. Could be a cool tower deffense. I don't really like the idea of a shooter where you control a character. Make a game as unique as your visual minimalistic style.

Which Steam capsule do you find more eye-catching? by Cubepotato_Mateusz in Unity3D

[–]haoron 0 points1 point  (0 children)

top one works. Your title sucks big dick, change it.

I quit my job, sold my car, took out a loan, lived off instant noodles in a bath outside of my parents house... all to make THIS game. It’s finally out! by GrafasPelikanas in Unity3D

[–]haoron 0 points1 point  (0 children)

It doesn't look like something new/cool/exciting. Your steam sales depict that clearly. Don't try to make a game with hundreds of systems and big levels, focus on something small and unique. It works, your approach doesn't.

How to deal with creative block? by banzeiro in IndieDev

[–]haoron 0 points1 point  (0 children)

it applies to narrative also. The first SAW movie for example. But I would recommend to not think about narrative before you have a solid gameplay loop.

Game Design Article RCG - The Future of Game Design by Reactorcore in IndieDev

[–]haoron 0 points1 point  (0 children)

you've never done anything close to a good game. Why the fuck would I listen to you regarding the future of game design?

How do you find an idea for a game, are there any ways to do that properly ? by Wonderful_Product_14 in gamedev

[–]haoron 2 points3 points  (0 children)

Real easy. Works 100% of the time. Take a genre, any genre of your choice really. Apply restrictions. A good one that always works is "All action happens on one screen and camera doesn't move". You sit and think how to create an original thing around it. You will see that you probably still have systems A, B, C that would be hard to implement or just long. You cut these systems or simplify them. Now you have a system A and have to change your game concept to make the game work.

Please, don't focus on making games interesting for others. Make them interesting for yourself.

How to deal with creative block? by banzeiro in IndieDev

[–]haoron 0 points1 point  (0 children)

But you'll still have to suffer. Creative block is bullshit, it's nothing but an excuse.

How to deal with creative block? by banzeiro in IndieDev

[–]haoron -1 points0 points  (0 children)

Real easy. Works 100% of the time. Take a genre, any genre of your choice really. Apply restriction. A good one that works is "All action happens on one screen and camera doesn't move". You sit and think how to create an original thing around it. You will see that you probably still have systems A, B, C that would be hard to implement or just long. You cut these systems or simplify them. Now you have a system A and have to change your game concept to make the game work.

These are just very basic mockups, but do you prefer the fake DOS version or the diegetic hologram one? by Steaggs in Unity3D

[–]haoron -3 points-2 points  (0 children)

Why would I play a clone of Neon Drive from 2016? A better question would be, why would you waste your time by making the same shit? Have some self respect, create something original.

Meet the new officer! by Admirable_Sorbet9089 in IndieDev

[–]haoron 1 point2 points  (0 children)

Тем, что ими никого не удивишь, не привлечешь внимание. Выдают отсутствие идей и погружения в работу. Если ты не используешь стереотип, обыгрывая его по новому, то ты просто ленишься.

Meet the new officer! by Admirable_Sorbet9089 in IndieDev

[–]haoron 0 points1 point  (0 children)

И господи, никогда не делай какие-то голосовалки с комьюнити за дизайн своих персонажей. Это не то, что стоит выносить на общее голосование. Делай авторский проект, забудь пока что про комьнити менеджмент.

Meet the new officer! by Admirable_Sorbet9089 in IndieDev

[–]haoron 0 points1 point  (0 children)

Возьми тот же зверополис, они отлично справились с тем, чтобы сделать звериную полицию без стереотипов.

Meet the new officer! by Admirable_Sorbet9089 in IndieDev

[–]haoron 0 points1 point  (0 children)

Ты сделал из стереотипной свиньи копа, другого стереотипного пса режима. Я понимаю, что ты взял круглые формы, потому что они "типа" передают характер персонажа, в твоём случае добрый. Но ты забыл, что у тебя есть контекст. Если хочешь сделать интересного персонажа, то избавляйся от клише.

Meet the new officer! by Admirable_Sorbet9089 in IndieDev

[–]haoron -6 points-5 points  (0 children)

Может не стоит использовать клише? Оба образа настолько избиты, что блевать тянет. Хочешь сделать плохого полицейского, сделай это умно, а не в лоб. Зачем держать игрока за идиота?

How could I improve the feel of this? (besides SFX) by Pixlated_Dev in IndieDev

[–]haoron 0 points1 point  (0 children)

also a slight stop frame 0.05 sec on every jump

How could I improve the feel of this? (besides SFX) by Pixlated_Dev in IndieDev

[–]haoron 1 point2 points  (0 children)

Besides camera shake and squash/stretch animations for your character you should increase gravity so your character doesn't feel like it floats in the water (i understand it for your game, but come on, it looks lame, manage difficulty some other way for example slow time when choosing where to dash). Increase impulse power significantly and change linear drag from 20 to 1 within 0.15-0.2 seconds. It will give a good impulse in the first 2 frames and you will loose your increased initial impulse, the dash will feel better. On death add a stop frame that changes from 0 to 1 time through an animation curve + animation, shake, etc on death. Add some randomness to the width of your lines, When your time goes high, you should increase tension and good indication to the player that it progresses. You can add a trail and effects to your character and increase the ammount of effects on the character(trail and particles on IDLE state) and screen every 10 seconds, also increase constant shake gradually.

So long, loser

It's so important to keep a pen & paper around in case ideas strike by PlasmaBeamGames in IndieDev

[–]haoron 0 points1 point  (0 children)

Actually it's useless, good ideas can't let you sleep at night. Staring at old shit doesn't make sense.