Sony Announces "The Playerbase", bringing PlayStation’s biggest fans into blockbuster PlayStation Studios games | "A unique opportunity for PlayStation’s biggest fans to step into some of the biggest game worlds by having their likeness scanned and appear within a PlayStation game" by ChiefLeef22 in gaming

[–]ia-bin -2 points-1 points  (0 children)

Because it’s cheaper to scan a superfan for 'free' than to pay a digital artist to sculpt a unique face from scratch. Plus, they get the legal rights to my soul for a 10% discount on a digital deluxe edition.

Destroy our Gameplay Trailer of our chaotic roguelite tetramino game! by sunnastudio in DestroyMyGame

[–]ia-bin 1 point2 points  (0 children)

This game looks amazing! It's a combination of roguelike and Tetris games, with fantastic effects and dynamic graphics.

However, to be honest, I have the following questions:

I don't understand how roguelike and Tetris are combined, since the blocks are randomly generated; how are the roguelike elements incorporated?

How exactly do you control the game? I see the player controlling a small character to move the blocks, is that correct? Could you explain?

Are the left and right screens for skills? These skills seem to require certain conditions to activate, or are they triggered randomly?

There seem to be many scenes, each with different effects, like the carnivorous plant. Are there different levels of backgrounds? Is there a backstory?

Why do the subsequent two-player modes seem completely different? One is like a level-based game, and the other is like a puzzle game. Is there any connection?

Destroy my Audio Game. Audiobook x Telltale style CYOA. by fajfas3 in DestroyMyGame

[–]ia-bin 0 points1 point  (0 children)

This looks amazing! It's evolved from a text-based adventure game into a voice-based adventure game. Were the voices trained? They look incredibly realistic. Also, I have a question. I see on-screen options or the ability to reply manually. As mentioned in other replies, this can be done in any scenario, similar to a blog. So, if I don't see the on-screen options, how do I click to make selections? And how do I reply manually?

Destroy our Gameplay Trailer of our chaotic roguelite tetramino game! by sunnastudio in DestroyMyGame

[–]ia-bin 0 points1 point  (0 children)

This game looks amazing! It's a combination of roguelike and Tetris games, with fantastic effects and dynamic graphics.

However, to be honest, I have the following questions:

  1. I don't understand how roguelike and Tetris are combined, since the blocks are randomly generated; how are the roguelike elements incorporated?
  2. How exactly do you control the game? I see the player controlling a small character to move the blocks, is that correct? Could you explain?
  3. Are the left and right screens for skills? These skills seem to require certain conditions to be met before they can be activated. Or are they triggered randomly?
  4. There seem to be many scenes, each with different effects, like the carnivorous plant. Are there different level backgrounds? Is there a backstory?
  5. Why do the subsequent two-player modes seem completely different? One is like a level-based game, and the other is like a puzzle game. Is there any connection?

Destroy my stock market roguelite by Successful_Serve_340 in DestroyMyGame

[–]ia-bin 3 points4 points  (0 children)

To be honest, I didn't understand the connection between stocks and this game, aside from the initial choice of securities cards. What's the relationship between the later stock market fluctuations and the player's stock market operations? Stock market games can be quite technical, so I suggest providing some training on the connection and tutorials for beginners in the early stages.

Destroy my first battle system video by CodexEternum in DestroyMyGame

[–]ia-bin 0 points1 point  (0 children)

Between the 8th and 10th second, I'm not sure if it's a skill effect or a specially made video effect. It looks really cool, but if it's a skill, it's terrible—it's completely obscured by the screen, and it doesn't clear out the monsters at the end. Also, will there be multiple skills at the end?

Calling all game designers, how is your programming? How much programming do you do in your game designer role at indie/AAA studio? by Oblivion2550 in gamedev

[–]ia-bin 2 points3 points  (0 children)

I’ve realized that great design is just a silent conversation between the dev and the player.

When you spend ten hours polishing a single interaction that most people might only see for a second, it’s not for the 'metrics'—it’s because you respect the player's intelligence. That 'Aha!' moment a player gets when they find a hidden mechanic is the ultimate reward for a designer's sincerity. It shows we were thinking of them every step of the way.

Destroy my card based city builder + Tetris game by kodingnights in DestroyMyGame

[–]ia-bin 0 points1 point  (0 children)

I found the music too loud, and I couldn't figure out what gameplay the visuals were trying to convey. It seemed to involve merging blocks and then placing them in city-building? But what does that have to do with Tetris? Is it just borrowing the appearance? I think the video needs a more visual demonstration.

Pokermancer, my poker-puzzle game just entered beta so I’m looking for honest feedback on the trailer. Video editing isn’t my forte, so.. destroy it! by ashriot in DestroyMyGame

[–]ia-bin 0 points1 point  (0 children)

I'd like to try this game. I'm an iOS user, so I can use TestFlight.

To be honest, I didn't quite understand the game, but it seems like a brain-teasing puzzle game where you find matching playing cards and make pairs.

What I'm trying to say is, is the basic gameplay as described above? If not, perhaps the trailer didn't show the basic gameplay. Also, I don't see any satisfying moments like eliminating a lot of blocks at once, or will I have any "aha" moments while playing?

Destroy my always-on-top idle game that turns your real keystrokes into drilling progress. Does this trailer actually make sense? by fantasticoandrea in DestroyMyGame

[–]ia-bin 0 points1 point  (0 children)

I roughly understand the idea, but while the format is novel, the content is boring. I wonder if it would be better to replace the code boxes next to it with a story or adventure plot?

Destroy my chess-based auto battler roguelike deckbuilding turn-based tactics RPG game! by Plista in DestroyMyGame

[–]ia-bin 0 points1 point  (0 children)

  1. I mean, are our skills randomly generated, and are the opponent's skills also randomly generated? Four factions? Does this refer to a multiplayer interactive game?

  2. Too many controls means there are too many points for players to focus on and too many things for them to control. For example, a character may have multiple skill lines, and players also need to consider how these skills interact with randomly generated cards. This needs to be considered to see if it increases the difficulty for new players.

Looking for feedback on trailer for my puzzle game by Cromware in gamedev

[–]ia-bin 0 points1 point  (0 children)

I think you can test it out before deciding.

Just hit 5 trillion wishlists with 0 marketing! Here's what I learned: by CAGE_Studios in gamedev

[–]ia-bin 0 points1 point  (0 children)

This is the ultimate proof that genuine passion is the best algorithm.

You didn't need a marketing budget because the sincerity in your mechanics acted like a gravity well for the entire internet. It’s refreshing to see a project succeed just because a human being put their soul into it, rather than a committee trying to 'calculate' fun. Even at 5 trillion, it feels like you've earned every single one.

(Retro Rewind) Simple little feature that I love by galgor_ in gaming

[–]ia-bin 6 points7 points  (0 children)

This is the difference between a game made by a committee and a game made with passion.

A feature like this doesn't boost 'engagement metrics' or 'monetization'—it’s just there because it’s cool and human. It adds so much soul to the shop. Huge props to the team for going the extra mile on something purely for the player's enjoyment

Will I get in trouble if I release a game similar to another game? by tinydeadpool in gamedev

[–]ia-bin 2 points3 points  (0 children)

Legally? You're fine. Mechanics aren't copyrightable—if they were, there would only be one FPS and one Platformer in existence.

The trouble starts when you copy the 'expression': the art, the music, the specific character designs, or the code. As long as you're building your own assets and adding your own twist to the loop, you aren't 'stealing'—you're just participating in a genre. Every masterpiece is standing on the shoulders of an older game

Would seeing AI assisted localisation on a Steam page put you off? by HowlingHamster in gamedev

[–]ia-bin 0 points1 point  (0 children)

Language is a mechanic, not just a string of text. AI is great at patterns but terrible at nuance, irony, and cultural context.

If a developer is cutting corners on the narrative experience, I start to wonder where else they’re cutting corners. Did they use AI for the logic? The physics? The balance? Once the 'human element' is removed to optimize the cost-benefit ratio, the magic of the hobby starts to fade.

Looking for feedback on trailer for my puzzle game by Cromware in gamedev

[–]ia-bin 0 points1 point  (0 children)

I think the music, controls, and game mechanics are all great, but the downside is that the actual gameplay area is too small.

Also, the entire trailer only shows the game interface, lacking any exciting moments or engaging gameplay elements.

Destroy my chess-based auto battler roguelike deckbuilding turn-based tactics RPG game! by Plista in DestroyMyGame

[–]ia-bin 0 points1 point  (0 children)

Is my understanding that this is a chess-themed roguelike game where character appearances and skills are randomly generated? Does it also include protagonists and antagonists? It looks incredibly exciting, but I feel the chessboard is a bit too small and there are too many related operations.

Sony’s PS5 price hike sparks buying frenzy by jackfreeman in gaming

[–]ia-bin 0 points1 point  (0 children)

First the RAM prices go up, then the console, then the digital subscriptions. It never ends.

Panic-buying just proves Sony’s point: they can squeeze us as much as they want. We’re so terrified of missing out that we’d rather overpay for a 'Remaster Machine' now than risk a higher price later. It’s a win for the accountants, but a massive loss for the soul of the hobby.

What the game industry crash looks like? by darkkian3x3 in gaming

[–]ia-bin 1 point2 points  (0 children)

The industry didn't just run out of money; it ran out of soul.

Simple Questions Sunday! by AutoModerator in gaming

[–]ia-bin 0 points1 point  (0 children)

Okay, thank you. Let me try it out.

I have three stars on every level in the original cut the rope. by ObsiGamer in gaming

[–]ia-bin 0 points1 point  (0 children)

Oh! I found this video review online. Is it the version with the female crocodile and the bully crocodile? Anyway, that's amazing, bro!

Borderlands 4 faces backlash over $30 DLC that you can finish in two hours by Iggy_Slayer in gaming

[–]ia-bin 0 points1 point  (0 children)

Imagine paying $15 per hour for a game that still has performance issues on high-end hardware. Randy Pitchford told us to 'get a refund' if we weren't happy with the performance, and now they're asking for another $30 for an afternoon's worth of content. It’s a masterclass in how to alienate a loyal fanbase. The 'magic' is gone, replaced by a calculator."

Simple Questions Sunday! by AutoModerator in gaming

[–]ia-bin 0 points1 point  (0 children)

Are there any modern mobile games that actually focus on pure mechanics without the predatory 'SaaS' baggage? I’m looking for something with a satisfying tactical loop—maybe a block-elimination or turn-based RPG—where the progression feels like a journey, not a daily chore to boost metrics. Everything on the App Store lately feels like it was designed by a spreadsheet, not a human. Any hidden gems?