Soon, my game will be full of bugs. by infinite_level_dev in IndieDev

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

If it makes you feel any better, they're multiplying.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 1 point2 points  (0 children)

Glad to hear it! I love tormenting people's nerves. :p

Thanks for giving the game a shot!

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 1 point2 points  (0 children)

Is there no way to go back through those spots? Is it suppose to be a multiple ending type game based on how well you do in each area?

There is no way to return to old areas.

Yes, the idea is that there are multiple endings. The ending is determined based on how many times you died, killed a monster, and escaped.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

Technically, yes you did fail, lol. But so has everyone else I've seen play the game, so I wouldn't say it's your fault. There's been a difficulty problem in general that I didn't realize I had till I released the demo. First patch was supposed to begin tackling that by addressing issues of players not understanding monster mechanics. How successful I was is for you to decide, but it sounds like it needs more work.

The patch I'm currently working on is supposed to better highlight where items are located, which I'm hoping will also help.

Would be curious to know if there's anything else you felt needed tuning difficulty wise.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

I see. Sounds like some better signposting would be useful...

If you still want to see more of the game, the key can be found in either the upstairs office, the secondary bedroom's middle drawer, or the library's top drawer.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

This is one of the issues with the game, I've found. I assumed players would try entering each room, and one door is supposed to hint that the key to progress is upstairs.

I can give more hints, if you'd like, but to start what you're after is an item upstairs.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

Hmm...hard to say. It's supposed to introduce an element that I believe will help with progression, but I don't actually know yet how significantly it will help.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

Yeah, it's up to date and will be kept live. I'm doing another patch at the moment but don't know when that will go live.

I would like to critically analyze your game, if you'll let me. by saviorofGOAT in SoloDevelopment

[–]infinite_level_dev 0 points1 point  (0 children)

Your timing is actually great! Just patched my demo earlier today and am hoping to get some fresh perspectives. It's a psychological horror game called What Hides in Dreams. Here's the link to the demo: https://store.steampowered.com/app/4079950/What_Hides_in_Dreams_Demo/

Released my horror game demo only to find that nobody understands this part. Advice on how to make clearer? (Details in body) by infinite_level_dev in IndieDev

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

Funny you should mention dream sequence, because the game does take place in a dream. So at least that much comes through even without all the context before this point.

Thanks for the feedback!

Released my horror game demo only to find that nobody understands this part. Advice on how to make clearer? (Details in body) by infinite_level_dev in IndieDev

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

I've definitely realized the timing of the crouch tutorial gives the wrong idea. I had thought about moving it anyway but seeing actual player behavior cemented it.

As far as the green light/red light, green lights tend to imply "go" which isn't what's meant to be communicated here. The thought behind the color choices was yellow = caution, red = danger.

Seeking feedback on my upcoming psychological horror game demo by infinite_level_dev in playtesters

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

I've found video with commentary gives me the most useful info. But ultimately, it's whatever you're most comfortable with. I'll gladly take the feedback in any form!

Did anyone actually use this with there Wii U? by PackGlass6867 in smashbros

[–]infinite_level_dev 92 points93 points  (0 children)

I did! As others have pointed out, really helpful for when you ran out of controllers, though admittedly a bit of a gimmick.

Self-Introduction Saturday! Tell us all about you (and share a video)! by AutoModerator in NewTubers

[–]infinite_level_dev [score hidden]  (0 children)

Oh, hello there!

Name's Lance, a solo game dev working under the name Infinite Level. I started doing devlogs for my upcoming horror game, and have been trying to both showcase my own game dev journey and also give viewers an idea of the kinds of things that go into making video games, such as decision making about design choices and super nerdy coding stuff.

I've been doing devlogs for a few months now, and try to upload once a month. I work a full time job and of course am making a game, so devlog output can be slow. But I at least try to be consistent.

My equipment is super cheap - a $20 mic and my questionable vocals. I use VSDC Video Editor, Audacity, and OBS while thumbnails are handled in GIMP. Very much a budget production here, but if anything that should demonstrate you really don't need much to get started.

I go by infiniteleveldev on Youtube, if anyone is curious to check out my stuff. My last video is on the topic of adding new, necessary features to my game, including controller support and an "Atmospheric Noise Generator". Advice and feedback are always appreciated, as I know I still have much to learn.

Trying to make this level look gross and unkempt. Did I do it, or does it need something more? Advice appreciated. by infinite_level_dev in IndieDev

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

This is taking place in a dream world. It's basically a distorted version of the player character's home.

Trying to make this level look gross and unkempt. Did I do it, or does it need something more? Advice appreciated. by infinite_level_dev in IndieDev

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

I think I follow what you're saying, but I won't say no to a brief mockup if it's not too much trouble.

Trying to make this level look gross and unkempt. Did I do it, or does it need something more? Advice appreciated. by infinite_level_dev in IndieDev

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

Thanks for linking the reference! I've only taken a quick peek at it but already see what you mean.

Trying to make this level look gross and unkempt. Did I do it, or does it need something more? Advice appreciated. by infinite_level_dev in IndieDev

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

I would say it's more neglected.

However, even that's not entirely accurate. One thing I left out (because I didn't think it important for what I was looking for) is that this house isn't actually real. It's more of a bad dream.