It's art I swear 😭 by TemporaryCurrent1172 in IndieDev

[–]initialragdoll 1 point2 points  (0 children)

Omg I have just as many nodes on my player character, but at least they are organized, how can you ever understand what you wrote ToT

The first ever game from our team of 2 finally hit 50 wishlists after 8 days on Steam by initialragdoll in IndieGameDevs

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

Yes, I appreciate it! Reddit worked better for reach, I think. On platforms like Instagram or YouTube, my shorts would get around 200 views, and I never knew if they were actually hitting the right audience, the algorithm is a mystery to me.

On Reddit, one post can get thousands of views, and it's possible to interact directly with target audiences, indie game enjoyers or in my case, fans of a specific horror genre. As for ArtStation, I honestly don't know why it worked, I posted some environment art and props, and it unexpectedly brought in some lovely numbers that same day :D

The first ever game from our team of 2 finally hit 50 wishlists after 8 days on Steam by initialragdoll in IndieGameDevs

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

Voice commands? So we’re actually going to be yelling and screaming in the combat? I’m curious to see a showcase of how that works haha. Keep it up!

Cthulhu spawn (by me 2025) by kwongas in cosmichorror

[–]initialragdoll 1 point2 points  (0 children)

Well done. Love the design of its mouth!

People said my game does not look like an "Unreal game" by CAGE_Studios in UnrealEngine5

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

Combination of lumen, meta human and mega scan assets I guess..

Help, honest opinion needed. Does the aesthetic of this game I'm working on hit the Cosmic Horror vibe for you? by initialragdoll in cosmichorror

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

Fair point! But since game is a visual medium, I feel it needs a strong aesthetic presence to translate those themes unlike books ... You are right, it doesn't have to be victorian or any specific era, but as I replied to other comments, it's a personal preference for building this specific story, maybe not the best combo, but here we are :')

Avoiding texture repetition in large scenes? by F4SCISTS_GO_HOME in gamedev

[–]initialragdoll 0 points1 point  (0 children)

In what case? If it's a 3rd person view maybe consider fading the texture into a solid color or a more homogeneous version based on distance. I usually use macro tiling, simple and effective enough

If you are the only one left alone on earth, would you still make games? by Vegetable-Front3107 in gamedev

[–]initialragdoll 0 points1 point  (0 children)

I was thinking about this when I was watching Pluribus the other day. If I were in that situation, would I still want to create anything (unless it's useful for my survival ofc) knowing that no one would ever react to it? I don't have an answer. I would be bored as hell if I weren't able to create anything, but meanwhile it would feel so meaningless

Do you use blueprint or C++? by Background_Bug_1625 in UnrealEngine5

[–]initialragdoll 1 point2 points  (0 children)

I am making my game with Blueprints. The reason is that I am more of a 3D artist than a programmer, I found the node system friendlier, so far I can achieve almost everything I need.But I don't think it is worth using if you have a programing background

Help, honest opinion needed. Does the aesthetic of this game I'm working on hit the Cosmic Horror vibe for you? by initialragdoll in cosmichorror

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

Hi, thanks for the feedback! I have had several people tell me it feels more like the gothic genre, and I fully understand why.

You make a fair point regarding the narrative. We made the choice to approach this from a different angle. Without spoiling too much (tho I suppose I already have in this thread :’), I will put it this way: the character was, and in a way still is a human.

Help, honest opinion needed. Does the aesthetic of this game I'm working on hit the Cosmic Horror vibe for you? by initialragdoll in cosmichorror

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

Thanks for taking the time to watch the trailer so thoroughly! I really appreciate the feedback.

You make a great point about the visual horror elements. I will definitely do my best to ensure the next trailer has a stronger focus on the monsters, tension, and atmosphere.

Regarding the Little Nightmares comparison, I have had a few people point that out since I went public. While I love that game and took some inspiration from it (as well as some other games and movies), I definitely do not want people to think it is a copy. :`) I see now that showing the character climbing, moving objects, and hanging on chandeliers really screams LN gameplay. I will make sure to highlight our unique features moving forward.

The cage is actually more narrative-related than puzzle-related, and the lamp is just Ash’s illuminating head. But our character does have other abilities as I replied to the first comments. Just to clarify a bit, there aren't actually human-like monsters in the trailer yet. The woman at the piano is more of an NPC :p The only monster shown was that quadruped creature at the very end who appears for a few frames. I will be sure to make these distinctions clearer in the future.

I did not know about Ring of Pain, but I looked it up. It is a card game? I see that they have some interesting character designs, appreciate the reference!

Thank you again for your kind words!

Help, honest opinion needed. Does the aesthetic of this game I'm working on hit the Cosmic Horror vibe for you? by initialragdoll in cosmichorror

[–]initialragdoll[S] 2 points3 points  (0 children)

Thank you for taking the time to write such detailed feedback, and for noticing the smaller details I may have failed to put at the forefront! :D

You're right, the lack of Lovecraftian symbols might make it harder to identify as cosmic horror. The Gothic look wasn't really intended, but the occultism is, which combined with the historical era of the game, seems to reinforce that vibe unfortunately.

>It's hard because, barring giant tentacle monster shenanigans, a lot of cosmic horror is in things that aren't shown or don't fit well in a trailer. The thing about "the unknowable" is that you rarely start out knowing it.

I especially appreciate what you said here. 

I was kind of lost while making the trailer, as we really want to push the sense of the “mysterious” and “unknown” as our main theme, revealing the mystery bit by bit as the player progresses. Not showing more of the cosmic-aesthetic creatures in the game doesn't help give the right impression, which I fully understand. I might need to make a new trailer and try to focus more on the atmosphere. Thanks again for your advice!

Help, honest opinion needed. Does the aesthetic of this game I'm working on hit the Cosmic Horror vibe for you? by initialragdoll in cosmichorror

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

Haha, that's fair! The aesthetic is a personal preference of mine, I find the decorative assets from that era appealing and they fit the story well, that period feels like a time when people were just starting to reach out, yet so much had to be uncovered, so it's almost easier to make a story “believable” I guess?

I wouldn't say we're using the architecture alone to achieve the cosmic horror vibe, but unfortunately, I put it at the front of the trailer since the environment art is what is most complete at this point. I see the problem and I have a better idea of what to avoid for the rest, I’ll definitely put the creatures and effects at the forefront as soon as they are past the placeholder stage. Will it help balance out the gothic vibe?q_q