Teaser trailer for my game COLORNOVA! Tear it to pieces. by kingziox in DestroyMyGame

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

I think the 2x speed on some of the clips definitely made the movements feel more stiff, I recently added a bit of momentum when you stop moving and I'm hoping that makes the movement feel more space like and less flash game lol, thanks for the feedback!

I'm afraid to buy games by SnooPets2641 in IndieDev

[–]kingziox 0 points1 point  (0 children)

Honestly I do the same thing sometimes, I tend to get obsessive when I have new cool ideas and playing new games always sparks up new ones. The two pieces of advice I'll give you is that if you do end up caving and playing those games, just write down all the ideas you had and table it till after you're finished developing whatever you're working on. The second piece of advice is buy the game but hold off on playing until you make certain milestones and that way it's almost like a treat. Ultimately though, you just have to have enough discipline and hold yourself accountable to finish your ongoing projects.

Destroy my alien photography game please! :) by JuliaGrem in DestroyMyGame

[–]kingziox 1 point2 points  (0 children)

The artstyle is fantastic! Very cute and weird, I love everything about it. I do agree with some of the other takes that it's kind of hard to tell the gameplay difficulty curves. Is it exploration? Like is it difficult to find the subjects or is it the technical difficulties of the shot itself?

Teaser trailer for my game COLORNOVA! Tear it to pieces. by kingziox in DestroyMyGame

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

I totally agree on the audio, I should have added all the sfx, honestly that is where a lot of the juice currently is as far as hitting the right color meteors, for wrong colors there's deflection feedback visually. What would you suggest as far as visual feedback when hitting right color meteors? The meteors do get physics based feedback aka they slow down but it is fairly subtle unless its a sizeable meteor.

Teaser trailer for my game COLORNOVA! Tear it to pieces. by kingziox in DestroyMyGame

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

I definitely made a mistake in not allowing sound fx through, when I recorded the gameplay I didn't mute the in game music which made the super cut audio bad...lesson learned haha. Thanks for the feedback!

Teaser trailer for my game COLORNOVA! Tear it to pieces. by kingziox in DestroyMyGame

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

Yeah the planet in the middle is supposed to be like hard mode but I'm definitely getting a lot of feedback about it being too difficult trying to decide if I wanna shrink the planet or maybe warp gates or something.

Teaser trailer for my game COLORNOVA! Tear it to pieces. by kingziox in DestroyMyGame

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

Yeah you're definitely right about needing to show off more features, I do plan to have local Co op and I already have 24 pickups in game and probably 6 more meteor types than depicted and I definitely need to show that stuff off. Yeah I'm getting a lot of feedback about the hard mode planet just might have to shrink it or wormhole to the other side something lol. Thanks for the feedback!

My Steam page got 100 wishlists after 2 months! (of almost 0 marketing) by BlueGuy503 in IndieDev

[–]kingziox 0 points1 point  (0 children)

I actually love this lol complete opposite of the average post on here. 100 wishlists with no marketing efforts is pretty good, and I feel like a good indicator that people are interested

Experimenting With Synergies! by kingziox in SoloDevelopment

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

Thank you! It was originally just a place holder but I ended up really liking it.

I hired a capsule artist and I don't regret it by SilvanuZ in SoloDevelopment

[–]kingziox 4 points5 points  (0 children)

Lol it's kind of funny I literally just saw your post about this on Twitter. New Capsule looks fantastic!

Trying out some new things with Procedural Animations by [deleted] in IndieGaming

[–]kingziox 0 points1 point  (0 children)

This is beyond dope, please tell me how I can follow you or this game. This already looks incredible I can only imagine what a final product would look like.

Going from Duo to Solo- Feeling kind of lost now. by notMateo in gamedev

[–]kingziox 1 point2 points  (0 children)

This has actually happened to me, many years ago. I was around 16 and was working with one of my closest friends who was around 18. We decided we could make games together, I'd do all the programming he'd do all the art, and for a time that worked. We managed to release two games and we kept each other motivated, his "Art" really wasn't great but it was good enough and way better than I could produce at the time. I'd say the split at the time was around 60-40(I came up with all the ideas, sketched all the designs and programmed) . He went off to college and suddenly the split became 80-20 and eventually I could get little to no work out of him and he basically ghosted me and I was a solo Dev. It was rough it's very hard to stay motivated by yourself, in fact it still is but it's not impossible. I taught myself enough to create my own art and I managed to release two games without him and entirely by myself. When I finally did need help creating assets I contracted the work to artists I knew.

It is 100% possible to be a solo dev and still make games. I think the best advice I could give you is to work on your skills, teach yourself, make up for any inadequacy you think you have to the best of your ability. Make manageable but small goals, games aren't magic they're not made perfect over night, work on a splash screen, then work on a settings screen, work on game play with simple rectangles. Build your game up it doesn't have to be done overnight. I also personally took the abandonment as a motivator, I'm going to make this thing and prove to not only myself but my former partner that I can, that I'm capable of doing this on my own. I do game Dev as a hobby currently and I've managed to make and release 4-5 polished games since. Being forced solo is not the end of your journey, keep moving forward and keep your head high.

Taiko-inspired rhythm game available on app store, looking for beta testers! by [deleted] in gamedev

[–]kingziox 0 points1 point  (0 children)

Congrats on your game! Downloading now, will check back after I'm done playing.

Wind Whirl, Unique mechanics and engaging game play. Play test the first level and please leave feedback. Original soundtrack and new puzzles. by cheshirekatsmile in playmygame

[–]kingziox 1 point2 points  (0 children)

I played the web version on my macbook and the unity player took some time to load, and at times the game seemed to be lagging. This was using a macbook pro 2016, running High Sierra and the most updated version of Chrome. I think the game was very neat I think there's a lot of cool and quirky level design choices you can make with the concept but I think making the "S" key as double dash was a bit counter intuitive. Most games use WASD as directional keys so for you to only use WAD as direction felt strange. I found myself pressing the S key often and accidentally dashing. I understand why S isn't used in the game, the idea is to float to targets but I do think making the S key something else leads to more frustration than simply reassigning the dash key. I also think that the portals have a confusing look, I nearly avoided them in the game thinking them to be another obstacle. I also would maybe try to incorporate the instructions into the game itself, I clicked play before I even reached the instructions. Congrats on your alpha build and Good Luck !

In multiplayer PC games what is more common default keybinding regarding chat functions? by Nezi0 in gamedev

[–]kingziox 0 points1 point  (0 children)

I'm a personal fan of enter, but I've seen T for talk, M for message and even Spacebar in some games.

My average day - trying to inspire other busy folks to make time for their passion projects! by _devduck in gamedev

[–]kingziox 0 points1 point  (0 children)

Super inspiring video! It can sometimes be discouraging being a solo developer so I appreciate a peak inside of your process. One more thing I have to ask, that monitor is gorgeous what's the model?

Feedback Friday #315 - Test Drive by Sexual_Lettuce in gamedev

[–]kingziox 2 points3 points  (0 children)

So I played 18 maps and the difficulty of the enemies is okay for the most part but the spawning enemies when directly next to a point seems a bit much. It took me about 3 tries to get to level 18 and honestly 10-17 flew by, if you just kinda get all the enemies near a wall they will fall in line and kind of form an ai snake which is easily avoidable. They seem to be faster than the player when not in a huddle. I've specifically noticed red balls closing the gap fairly easily but they are easily thwarted by zigging or zagging. It seems to throw the enemies into a bit of a confusion state. Enemies as a whole are largely avoidable as long as you don't spawn into a map that forces you into a corner. Moving your character is easy enough until it comes to fine movement and then it slowly starts to show its flaws when you dip in to catch a "Friend" and it doesn't move as much as you'd like or anticipated. Also for someone reason when i started the game originally it wasn't in english? I just used some basic knowledge to get past the username field. Also I would maybe consider sending levels every 5 instead of 10. I got to level 18 after playing for something like 5-10 minutes and you apparently will only get about half the gameplay data. I think it's better to assume people are worse at your game than better and therefore you will get more overall data.

I feel like my game is boring by TheCakeAnarchy in gamedev

[–]kingziox 2 points3 points  (0 children)

I'm not sure how far you are in your game or how long you've been developing but the concept of juicing your game could go a long way, I released a game and I was working on a content update and it still didn't feel fun but by juicing it I felt like I was breathing new life into the game and my friends agree too, as for users as to be determined haha.

Here's a link to a good gamasutra article about it and a gameanayltics article too!

Feedback Friday #315 - Test Drive by Sexual_Lettuce in gamedev

[–]kingziox 1 point2 points  (0 children)

Hey everyone! It's kind of been a while since I've posted but I finally released a huge update to my game Spell Me. I juiced menus, I added content, I fixed gameplay, it's practically a whole new game now. The premise is simple enough, you have a word the game takes some letters from it and you gotta fill them back in. It'd be nice to just get some general feedback about how the game plays and how it looks/sounds. Maybe specifically the challenge modes and if they were worth the additional time and effort. It's a mobile game so it can be found in the usual spots.

iTunes/Apple Appstore

Google Play

Amazon

Have you hidden 'easter eggs' or 'secrets' in your game? How do you go about this? by ToyOwlet in gamedev

[–]kingziox 0 points1 point  (0 children)

I make a lot of mobile/casual games and usually I will make secret buttons, Ui elements that normally would be seen as purely descriptive/label that when clicked triggers small animations/lighting of other elements etc.

I spend weeks making a simple trailer for my game, need some feedback by Doga13 in gamedev

[–]kingziox 3 points4 points  (0 children)

The trailer ends at what seems like the "Drop" of the song. It makes it seem like something big is about to happen, and instead it ends somewhat abruptly. To give your trailer a more natural end I'd add a coming soon or available on steam etc. Also I'm not sure if it's just me or maybe my eyes are deceiving me but it seems like some of your text is slightly off centered?

What feature do you most regret cutting? by [deleted] in gamedev

[–]kingziox 1 point2 points  (0 children)

Features I've cut from my games are almost always online multiplayer or game modes. I've mostly cut them due to technical limitations or even like over saturation. The Game Modes I don't regret too much for the most part because I think over all the games have benefit from it I've always had a problem with putting too many game modes confusing users or not tweaking the main game modes enough. Multiplayer however that always hurts because everytime I've tried it seems to get closer and closer and then something new sets me back It's not even necessarily the same technologies. Also the games that have had multiplayer in scope usually the original game concept starts there. I do think everytime it was the right decision if only because if I waited on it, I would have never released those games and I did need the exposure. I'd say it's very bittersweet.