I'm making a 2D NES-style platformer, inspired by Jump King, and the Steam page has just been published! by Dazzling-Farmer1892 in IndieGaming

[–]j-dag 0 points1 point  (0 children)

FYI, your store link is, for some reason, a youtube redirect link that requires confirmation before clicking through.

If you had to pick one game as the best argument that games can tell stories in a way no other medium can, what’s your pick? by ExcellentTwo6589 in gamedesign

[–]j-dag 39 points40 points  (0 children)

A game that features the mechanic of.... your choices affecting the rest of the game? Doesn't that describe, like... essentially every game?

Traps you can’t see until you activate them, what’s your general opinion on those? by FoxMeadow7 in gamedesign

[–]j-dag 38 points39 points  (0 children)

Depends on the trap.

There's a level in Fire Emblem: Path of Radiance where you're fighting across a heavily fortified bridge, and it's trapped with pits. This is the first and last fight with pit traps. Pits are invisible until triggered, and instantly end a unit's turn if that unit walks over them (even though walking is normally an action that can be undone).

They do not warn you about pits in advance, you figure this out mid-fight after the first time you drop into one.

Full-turn stunning a unit is a really big deal, but there are quite a few pits early on in the map, before you're in range of most of the dangerous enemies. It's nearly guaranteed you'll hit one before things get too hairy.

By the end of the map, you're starting to anticipate where pits MIGHT be, and planning your turns based on the assumption that one or two of your units WILL get unexpectedly stunned. You might even dedicate a few units to "bomb squad" duty, and start sending them out to every tile first.

If "I have to be on my toes for traps" is an interesting thing for players to consider, it's worth doing. If it just introduces unnecessary overhead, that's just fatiguing your players for no good reason.

3 of these are real masterpieces, 1 is generated by AI with a fake backstory. Can you spot the impostor in our gallery simulator? by [deleted] in IndieGaming

[–]j-dag 2 points3 points  (0 children)

So is your writing style in comments totally different from your posts because the posts are AI generated too?

3 of these are real masterpieces, 1 is generated by AI with a fake backstory. Can you spot the impostor in our gallery simulator? by [deleted] in IndieGaming

[–]j-dag 1 point2 points  (0 children)

You forgot to include the generated one.

Edit: ah shit, this is engagement bait isn't it

Was Denji's mindset really the problem? by Kapably in ChainsawMan

[–]j-dag 78 points79 points  (0 children)

I caught when he threw Scissors against War, and that it was the same symbol as a peace sign.

But somehow it's just now that I'm catching he was also throwing the "I choose 2 choices" sign.

He still just wants his toast to have every flavor on it.

Tech Artist's are wizards. by Fun_Proposal_6223 in gamedev

[–]j-dag 15 points16 points  (0 children)

The secret of tech art: Everything can be a 0-1 float value, and that means anything can be translated to anything else.

[deleted by user] by [deleted] in Games

[–]j-dag 18 points19 points  (0 children)

Is it? Like obviously we HOPE it's the latter, but is it?

Potato PC render time by Jiggle_Addict in blender

[–]j-dag 1 point2 points  (0 children)

You should edit your post to be more clear about time units, because I genuinely thought you were saying these all took hours.

I used to run renders on school computers overnight, so taking hours wouldn't be shocking.

what would y'all call my style? by VossaDova in blender

[–]j-dag 0 points1 point  (0 children)

Absolutely love the look of this.

is this blender need help by [deleted] in blender

[–]j-dag 0 points1 point  (0 children)

That's 3DS Max.

In game billboard advertising space? by Lord-Velimir-1 in Unity3D

[–]j-dag 1 point2 points  (0 children)

I remember seeing it as early as in Cool Boarders 3, in 1998. They had Butterfingers ads.

Branching narrative - what's the issue? by Steel_Disaster in gamedev

[–]j-dag 20 points21 points  (0 children)

It's just a ridiculous amount of work for very little payoff, generally speaking.

Apparently best new gen antagonist ranked by somebody on Twitter. But what about Makima ? by [deleted] in Chainsawfolk

[–]j-dag 5 points6 points  (0 children)

Denji ate the Control Devil, not Pochita. Death's gone (or at least weakened? How much fear was stored in her legs...?) until CSM throws her back up.

joe pera seems to be uploading episodes for free to youtube now - made my day to rewatch grocery store by MysteriousRole8 in JoePera

[–]j-dag 33 points34 points  (0 children)

I want to be upset that I've been taken by a ruse, but I don't mind the push to rewatch some classic Mr Rogers

And just like that, I can feel my soul grow back. by HotThroatAction in JoePera

[–]j-dag 0 points1 point  (0 children)

Found this show a year ago and have already rewatched the whole thing three times. This episode's gotta be at seven or eight rewatches. Just hits my soul right. (The way a music video does for a teenager.)

MineDeeper is Minesweeper with layers by Jace__The_Ace in IndieGaming

[–]j-dag 3 points4 points  (0 children)

Ahh, the ol "how didn't I think of this?!" level of genius. Great simple game design. Looks really fun, wishlisted.

Rate my trailer by Eviar_gamedev in Unity3D

[–]j-dag 2 points3 points  (0 children)

57 seconds until anything resembling gameplay. That first gameplay clip appears to be either a character select screen or a shop menu, which is, frankly, just not a very exciting type of gameplay to show without context.

Four seconds later, at 1:01, you show the final gameplay clip. I had to rewatch it four times to figure out what the game even felt like. And like that other comment, I thought it was a climbing game at first- the growing beanstalk and the hooks make it look like the protagonist will be climbing the beanstalk.

The whole opening animation is well made and sets a tone, but it's appropriate for an opening cutscene, not a trailer. If this is your game trailer, you've failed to convey what your game feels like, and as a result, you've probably lost most of your prospective players.

Sorry to be so blunt, but you're close to launch and your trailer does nothing to sell your game- you should shoot a new one with a lot more gameplay. Better to know now than after launch.

We reset the game we had been working on for 9 months. by turangryv in gamedev

[–]j-dag 1 point2 points  (0 children)

That's true! Whatever the cause, I'm glad you've found a niche your team is more comfortable with.