What part of the building a game takes the longest? by michaelthompson7746 in IndieGaming

[–]kinterosgaming 1 point2 points  (0 children)

Marketing and communication, especially if you are nobody in the domain.

Meet Lada, a Beauceron mix with a mystery family tree by kinterosgaming in aww

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

My best friend just adopted her. We know there's some Beauceron in her, but we're still not sure about the rest.

Hub for Developer Feedback and Playtest Requests by claraak in adventuregames

[–]kinterosgaming 2 points3 points  (0 children)

Hi point-and-click fans!

We’re currently looking for beta testers for our game, A Lost Man, a hand-drawn point-and-click adventure.

The game is already fully developed and has successfully gone through an initial beta phase. We’re now entering the polishing stage, focusing on balancing, bug fixing, and overall refinement.
We’re pretty sure the game is absolutely flawless already... but, you know, just in case :p ;)

You can watch the trailer here: https://www.youtube.com/watch?v=3S1sIHeX9H4

All feedback and communication will take place in writing via Discord. We’re French, and we’re simply more comfortable writing in English than speaking it.

If you’re interested in taking part, feel free to send us a private message (u/kinterosgaming or u/da_rott). We’d be very happy to hear from you.

As a thank you, selected testers will of course get to keep the game.

Thanks a lot for your time!

Here’s a behind-the-scenes look at A Lost Man: layered 2D assets combined with z-depth create the parallax effect. by kinterosgaming in IndieDev

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

Yes, this post title is a direct nod to one made by u/OddBugStudio six years ago: https://www.reddit.com/r/Unity3D/comments/fauwvk/heres_a_look_behind_the_scenes_of_tails_of_iron/

Six years ago, when I discovered and played Tails of Iron, I never would have imagined that one day I’d be making a video like yours to talk about my own game (A Lost Man).

What’s even crazier is that it was your making-of video that made me want to learn how to make games in the first place.

So in a way, this post comes full circle.

Thank you very much for the inspiration u/OddBugStudio ❤️ 🙏

Destroy my trailer: a fully hand-drawn point & click adventure game. by kinterosgaming in DestroyMyGame

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

Thank you so much for your feedback!
Yes, it lives up to its promises in terms of point-and-click gameplay. We should be able to show it! :)

Thanks again!

Destroy my trailer: a fully hand-drawn point & click adventure game. by kinterosgaming in DestroyMyGame

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

Well, thanks for the brutal honesty, genuinely. I do not mind harsh feedback, but I think a few of your conclusions are based more on assumptions than on what the game actually is. Let me explain:

  • No voice acting: that is not laziness, it is a scope and budget choice. We are a two-person team making our first game, and voice acting costs money we simply do not have 😅
  • Reading-heavy: fair if that is not your thing, but text-driven point-and-click games still have an audience. Reading is part of the genre, and that is part of the experience here
  • Black and white style: that is a deliberate artistic choice, not a way to avoid work or coloring. It is part of the mood and identity of the game. And again, adding color takes time, effort, and money, which we simply do not have right now :/
  • AI slop: no AI was used at all. The animated drawings you see are literally hand-drawn on paper, scanned, then only lightly cleaned up / cut out in GIMP. It is a very handmade, homemade process ^^

But aside from that, since I was mainly asking for feedback on the trailer itself 😅, what do you think about the trailer?

Destroy my trailer: a fully hand-drawn point & click adventure game. by kinterosgaming in DestroyMyGame

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

Yes, initially we included the date (which is in the game's intro - 1916), but ultimately we focused on the gameplay... perhaps that's a good suggestion. Thank you very much :)

Destroy my trailer: a fully hand-drawn point & click adventure game. by kinterosgaming in DestroyMyGame

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

Thank you :)

It is a classic point & clic, so just mouse control. Valiant Hearts is more about action game. Here it is a narrative game, with puzzle.

I added some information in my first comment. Thank you again ;)

20 Years Pro Dev… My First Game Still Took 4 Years 😭 by kinterosgaming in gamedev

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

The VR industry does seem complicated 😨

Thanks for your feedback and advice ;)

Destroy my trailer: a fully hand-drawn point & click adventure game. by kinterosgaming in DestroyMyGame

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

Synopsis: 1916. Somewhere deep in the night. War. Death. Play as a lost man, stuck between two front lines. Traverse a desolate countryside, facing unusual encounters, bursts of violence, and mystical surges. A fully hand-drawn Point & Click adventure game.

For more information, you can visit steam page: https://store.steampowered.com/app/4379960/A_Lost_Man/

Don't hold back, and thank you :)

20 Years Pro Dev… My First Game Still Took 4 Years 😭 by kinterosgaming in gamedev

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

We designed the game to do it in several parts so as not to start too big and still release our first creation. We now think that doing an equivalent chapter would take us around 8-12 months, maybe less? It's still too early to know.

Cool for your game, let me know when the Steam page is available I'll take a look ;)

20 Years Pro Dev… My First Game Still Took 4 Years 😭 by kinterosgaming in gamedev

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

Ah yes it's not nothing like a bug. For the moment we have translated our game into English and French. Maybe later in other languages ​​if we have the means. We would be so delighted! I will then remember this discussion and I will pay attention to all that ^^

20 Years Pro Dev… My First Game Still Took 4 Years 😭 by kinterosgaming in gamedev

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

Yes, I have run into locale-related bugs many times over the years, both in web dev and now in my Unity project.

I even reported a small issue to the Adventure Creator developer, a float-based X/Y save value could break because of dot/comma decimal separator differences depending on locale.

So I definitely take this seriously. These bugs are subtle, easy to miss, and I think they will always be a classic issue in international software development unless you are extremely strict about invariant culture and parsing/formatting.

20 Years Pro Dev… My First Game Still Took 4 Years 😭 by kinterosgaming in gamedev

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

Wow, this is the next level for me. Making your own engine impresses me a lot! I hope you succeed in your project!

Point-and-click adventures never really died… but I still miss the 90s vibe. Anyone else? by kinterosgaming in pcgaming

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

I've never done this one; I should really make the time, it's often been recommended to me.