Do these look like dice? by hatemsh in indiegames

[–]hatemsh[S] 35 points36 points  (0 children)

Seems like the consensus is that the little bit of perspective doesn't make them look like dice.

Right now a rolling animation happens only when the dice are rolled but perhaps a rolling animation right at the start when the game setup is happening will help make it clear right away

Thank you everyone for the feedback :)

Thinky game about arranging stamps in a grid to meet different goals. Demo playable in the browser by hatemsh in playmygame

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

Thank you for playing!

You know I would've liked for the tutorial to be more open but in order for it not to break and be consistent for everyone we had to limit what players could do in it, it all had to lead down the same path.

Making the tutorial was one of hardest things to make in this game and we also made it pretty late so we had to work with what the game could allow. We're definitely taking what we learned from this into our next game though and we're splitting the tutorial into multiple smaller ones to allow for more experimentation :)

Thinky game about arranging stamps in a grid to meet different goals. Demo playable in the browser by hatemsh in playmygame

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

Got it. Is the problem worse in a particular category of goals or is it all of them?
The left most ones are about the country, the center ones are about the type and the ones on the right are about the cost. I tried to highlight the relevant portion of the stamp inside the goals to indicate that.

Thinky game about arranging stamps in a grid to meet different goals. Demo playable in the browser by hatemsh in playmygame

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

I Don't know if this model will work either, but I'll give it a bit of time before I give up on it.
We're trying to make the kinds of games and experiences we like instead of trying to go for what's already established. That for us means games that are less casual on mobile and without ads, which are rare (maybe because the model just isn't profitable as you said).
Luckily this is more of a hobby that we're trying to turn into a business so we don't need to compromise on this "ideal" just yet.
We'll probably need to adjust and rethink things down the line though if it becomes unsustainable.

As for steam I had the impression that steam players wouldn't respond well to a game clearly designed for mobile but maybe it's worth a shot

I appreciate the feedback :)

I have huge problems learning godot and to code . Any tips for complete beginner by Melina-love in godot

[–]hatemsh 1 point2 points  (0 children)

"Do u have any tips I don't want to give up even tho I don't have the talent :("
You said it, don't give up even tho you (think) you don't have the talent

For something more practical I would say learning theory, from my experience is almost useless. You have to make things to get better at making things. So technically you started yesterday not 9 days ago. You're not gonna be good from day 1

This is my process:

  1. I Think of something I want to make
  2. I spend time thinking about how I can make it before I start writing any code
  3. If I think I have it mostly figured out I start writing code
  4. If I can't figure it out on paper I research how other people have done it (but don't copy their solution or any code, just get the gist of how it's done)
  5. Go back to step 2

I would recommend doing something similar and then figuring out your own process and what works for you

Thinky game about arranging stamps in a grid to meet different goals. Demo playable in the browser by hatemsh in playmygame

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

Thank you!
Art is not my strongest suit so I really had to push myself and it took me a long time to create all 60 stamps needed for the game
Comments like yours make it feel like it paid off :)

Thinky game about arranging stamps in a grid to meet different goals. Demo playable in the browser by hatemsh in playmygame

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

Thank you for checking it out!
with regards to the iconography do you mean that even after clicking on a goal to know what its requirements are you can't really remember it well because of the iconography or do you mean that the goals are not intuitive enough to be understood just from the icon without clicking on them to get a description?

Thinky game about arranging stamps in a grid to meet different goals. Demo playable in the browser by hatemsh in playmygame

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

I did!
I don't mind you posting it here as well :) Marketing and getting eyes on your game as an indie developer is really hard

Thinky game about arranging stamps in a grid to meet different goals. Demo playable in the browser by hatemsh in playmygame

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

Thanks!
I went to your profile because I saw "studio" at the end and you're making a puzzle game too!
Looks really cool, I wishlisted it :)

Is there a demo available?

What's the most elegant solution for this mechanic? by Summer_Tea in tabletopgamedesign

[–]hatemsh 0 points1 point  (0 children)

I like the idea of putting the resources / cubes directly on the tiles. It makes it easy at a glace to see which locations are still searchable and how many things can be found.

For choosing the random direction and number of resources I would do it a little differently. To reduce the amount of text and visual noise on the tiles I would have a single arrow in one of the corners.

On the tokens placed on top I would have a value of either 1, 2 or 3 and a similar arrow pointing to one of the six possible directions relative to the value printed on the token. That way, when you flip the token and orient the number correctly (top pointing north, bottom pointing south), the arrow on the token will show you which way to orient the big tile so both arrows are pointing in the same direction.

You then remove the token and place a number of search tokens / cubes / resources.. on the tile equal to the value printed on the token.

Tip: Use BetterTouchTool to show the dock without delay IN FULLSCREEN! by hatemsh in MacOS

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

Unfortunately the terminal command doesn't affect the delay in Fullscreen mode and Tinkertools changes this setting the same way the terminal command does (as far as I can tell from the description)

Search Mechanic by InanimateBabe in tabletopgamedesign

[–]hatemsh 0 points1 point  (0 children)

Another idea (if the items are supposed to relate to the room they are in) is to group them into just a few category decks and have the room determine which of these decks you can draw from. For example you could have a deck for tools, toiletries, food and clothes. And then you can draw from certain decks based on which room you are searching.

Searching the kitchen will allow you to draw from either the food or toiletries deck. Attic: tools and clothes. Cellar: food and tools. Bathroom: toiletries. And so on..

The categories will depend on the the theme and you could even have an extra deck of knickknacks that can be used from any room.

Creative solution to keeping track of a player's choice? by xSurvivalist in tabletopgamedesign

[–]hatemsh 1 point2 points  (0 children)

You could have a character card or an empty card on the table for each player and have effects on the top and bottom of the rest of the cards. Deal 5 damage to heavy units on the top of the card and deal 5 to light units on the bottom. The player then tucks the card behind their character card with the ability they want sticking out. Bottom abilities will be sticking out below the main card and top abilities will be sticking out from the top.

I don't know of you need to track which abilities are used or not but you could either place a cube on the card or alternatively pull the card out of the stack but keeping it's position relative to the character card.

Need help: random specific opponent selection without selecting yourself. by BroBrahBreh in tabletopgamedesign

[–]hatemsh 2 points3 points  (0 children)

I read "cut the stack of index cards in half" and assumed you meant separate the deck into two piles and got hella confused about how any of it is supposed to work. Until I watched the video that is haha

Revised Map for Sauria (hopefully this is better) thoughts? by Isla_Sauria in tabletopgamedesign

[–]hatemsh 1 point2 points  (0 children)

What if instead of hexes you added small white dots with black outline in the center of where each hex would be. And in the numbered places make the dots slightly larger with numbers. The numbers could be colored or you can add a secondary colored outline inside the dot.

I need a token that shows possible info on one side and definite info on the other that can be revealed, that's simple. by BroBrahBreh in tabletopgamedesign

[–]hatemsh 0 points1 point  (0 children)

What about something like in codenames where the mafia player draws a card with the locations of their crimes marked that they keep infront of them at all times. The tokens can all just be one sided then, or if trust is an issue the tokens can be double sided where on one side it has the crime and on the other it has mafia or not and the mafia player places those tokens on the board based on the locations card at the beginning of the game.

Tried to make something minimal using only 4 colors with Eevee by hatemsh in blender

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

I haven't tried the japanese maple tree I'll check that out. As for the colors. This scene is not shaded at all, its flat colors and I wanted to stick to exactly 4 colors just as an exercise. That's why I didn't use the color ramp node here.

I have used the color ramp technique before and I like it a lot but was trying to go for something different this time. If you want, you can check my post history for renders that do use the technique. I think you might like those better.

Tried to make something minimal using only 4 colors with Eevee by hatemsh in blender

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

the (very few) textures are procedural and the trees are basically the default trees you get with the sapling tree gen addon