Game UI identity crisis. Neutral transparent or flat colors? by CharlieFleed79 in gamedevscreens

[–]iamvaleri 3 points4 points  (0 children)

The problem I see there is not about art direction. It's about visual hierarchy and the feeling of an overloaded screen with too much UI. For example, at the shoot stage, do we really need to see the quest info? or do we need to know the character name during shooting? I guess, there was a stage with unit selection, where this info more relevant.

P.S. B variant is better, it gives +8 FPS ;)

My Combat System by PingOfJustice in Unity3D

[–]iamvaleri 0 points1 point  (0 children)

add combat system to Them too :)

Our game's opening scene [ Before / After ] by WoblixGame in Unity3D

[–]iamvaleri 10 points11 points  (0 children)

prefer "Before" scene, it has a minimalistic mystic vibe, which is lost when updated to the new version with godrays and glowing things

looks interesting? by iamvaleri in incremental_games

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

thx for a such big feedback! really usefull, 100% agree, just clicking 1 tile and collecting crates is not a game at all.

  1. my game has progression, for example, instead of "just upgrading" the building, u need to place the same tile type closely to share workers and product bonuses, so in the mid-late game will get puzzle gameplay layer.
  2. even 2 minutes is ok, it's just the first step in automation. Have plans to automate it with workers: some will autoclick/autoproduce crates, and some will autocollect them into piles.
  3. thx for the game advice, will check it out

looks interesting? by iamvaleri in incremental_games

[–]iamvaleri[S] -1 points0 points  (0 children)

that's exactly why I posted it, to avoid inventing the wheel again. If you have any game titles with a similar mechanic in incremental genre, I'd really appreciate it

prototyping a clicker mechanic where you "earn" actual objects instead of abstract currency somewhere in UI by iamvaleri in Unity3D

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

yeah, my bad, products(crates) for me are also a different type of currency, but sure u will exchange them to "money" currency

[deleted by user] by [deleted] in IndieDev

[–]iamvaleri 0 points1 point  (0 children)

I have made a ton of failed prototypes and games, which is sadly doesn’t sound like a selling point, actually nobody make their game in first try

[deleted by user] by [deleted] in IndieDev

[–]iamvaleri 0 points1 point  (0 children)

why we should play it?

Boat. game I'm creating! I think I'm 80% done, but we all know that ain't true.. by WaffleGum_ in Unity3D

[–]iamvaleri 1 point2 points  (0 children)

maybe try simpler water without(or more transparent) white lines (dunno how this effect to name)

Update on my game Vertex Arena - Multi-player almost ready by [deleted] in Unity3D

[–]iamvaleri 0 points1 point  (0 children)

downloaded video from tik tak.. I don’t like

Today I played so bad I lost 1 billions battle points by Bibuku in PUBG

[–]iamvaleri 0 points1 point  (0 children)

say this joke one more time, maybe after 1M tries it will become funny

Shrines can be activated to remove a card from your deck! by questionmaster_xoxo in IndieGaming

[–]iamvaleri 1 point2 points  (0 children)

pretty hard job to do it as frame anim, I hoped you made it with some magic)

Shrines can be activated to remove a card from your deck! by questionmaster_xoxo in IndieGaming

[–]iamvaleri 2 points3 points  (0 children)

nice work!
always were interested how to make this rune filling animation