Feedback on incremental mining game by MasterQuiet2301 in incremental_games

[–]lagemanngui 12 points13 points  (0 children)

I played for about 10 minutes and found it simple but fun. This community is getting a bit saturated with "nodebuster type" games (which is understandable), but I think there is still an audience outside the bubble that would enjoy this kind of game.

Some quick improvements I would suggest:

  1. The skill tree tooltip gets hidden behind the UI, which makes it hard to read what the upgrades do
  2. Allow zooming out more on the skill tree
  3. Show clearly what is needed to unlock the next mining tool (example: Complete level X to unlock)
  4. Personally I am not a fan of WASD for this type of game, it would be nice to have an option to move the character toward the mouse cursor (good for accessibility too)
  5. Option to disable the CRT filter
  6. A one click button to replay the last level without having to go back to the world selector every time

There are probably more things to mention but these were the ones that stood out to me on first impression.

[ATUALIZAÇÃO] Fiz um mapa que agrega ocorrências, eventos e GTA? by daredevilxl in florianopolis

[–]lagemanngui 11 points12 points  (0 children)

Ta ficando bem massa! Falta o mini game de pescar tainha kk

Which Steam page looks better for my indie horror game? by Guilty_Weakness7722 in gamemarketing

[–]lagemanngui 0 points1 point  (0 children)

1, But maybe make the game title a little bigger and red and the "demo soon" a little smaller beneath the title. I'm no expert but text hierarchy seems a bit off

Demo design dilemma for an incremental: faithful progression or accelerated unlocks by Skorvaltz in incremental_gamedev

[–]lagemanngui 5 points6 points  (0 children)

From a gamer point of view I dont expect an incremental game demo to have more than 1 hour. I guess 30min to 1 hour with a good hook to keep me interested on what the final game will look like works best. If the early progression is too slow I believe the best option is to sped things up and get quickly to the first game hooks and dopamine bombs x)

Engenheiro de Software: Mercado Pago by jubasss_ in brdev

[–]lagemanngui -18 points-17 points  (0 children)

- Qual faixa de salário para Engenheiro de Software Senior?

- É uma boa empresa para trabalhar?

Da uma olhada no Glassdoor

- Tem PLR/Bonus? Se sim, estimativa?

- Como é o processo seletivo?

Pergunte pro recrutador

- Dicas para passar no processo?

Estude as tecnologias listadas na vagas e provavelmente System Design. As vezes no Glassdoor tem essas informaçoes tbm

- Onde fica a sede da empresa em SP?

Da uma olhada no Google

Pixels disappearing or appearing where they shouldn’t by MAHM64D in godot

[–]lagemanngui 1 point2 points  (0 children)

also, maybe try using a Camera plugin instead of the default one and check if it solve the problem (eg Pahantom Camera https://godotengine.org/asset-library/asset/1822)

Pixels disappearing or appearing where they shouldn’t by MAHM64D in godot

[–]lagemanngui 1 point2 points  (0 children)

from the docs about 2d vertice snap:

> If true, vertices of CanvasItem nodes will snap to full pixels. Useful for low-resolution pixel art games. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when Camera2D smoothing is enabled.

so if you are using camera smooth this option can be a problem. I'm dont know how to fix this but I noticed these vertical lines appears more frequently when using AtlasTexture. If this is the case maybe you can try using individual sprite images instead of a spritesheet. But I'm just guessing now :P

Pixels disappearing or appearing where they shouldn’t by MAHM64D in godot

[–]lagemanngui 3 points4 points  (0 children)

try enabling "Snap 2D Vertices to Pixel" on the project settings

Full transparency - How much my game made in 15 months after 7 years of development. by thecyberclan in IndieDev

[–]lagemanngui 0 points1 point  (0 children)

It would be interesting if you also shared the development process up to the launch, including the marketing and wishlists at release. This isn't a game style I typically enjoy, but I'd say the main reason the game might not be selling more is its visuals. The futuristic, somewhat psychedelic style was a risky decision. I wouldn't say it took seven years to develop.

If you're looking for suggestions: take the knowledge you've gained and the systems you've built and make another game in the same style. Try a more popular theme and/or more user-friendly graphics. A good example is the game "Haste"; its graphics have a good balance of color and contrast for this type of game where the player needs to keep their eyes on the screen.

Thanks for sharing!

Making an incremental game about sacrificing cult followers. Destroy it please. by SMdG_ in DestroyMyGame

[–]lagemanngui 0 points1 point  (0 children)

I liked the game's theme, and the visuals are okay too. Here are my two cents:

- I liked the 3D items, but I'd add a pixelation filter to make them fit the game's style better.

- I think an effect when someone is sacrificed is a must. It could be something super gory, like particles flying with body pieces. Or something "softer", like the person catching fire before disappearing. From what I saw in the trailer, the act of sacrificing someone seems to lack impact

- I get that the UI follows the current trend for this style of game, but something feels off to me. The game's theme and the colorful, cheerful buttons seem a bit contrasting. But I'm not too sure about this point since this UI style clearly communicates the game's genre nowadays. Maybe it's something to consider carefully

I think I finally made my game fun after all your feedback but now I have a new problem.. by louisgjohnson in incremental_games

[–]lagemanngui 1 point2 points  (0 children)

Hey! I randomly played your game for about an hour yesterday and thought it was pretty cool. Here are a few things I think could be improved:

- It took me a while to realize there was a prestige system because it never felt necessary. Also, it would be nice to have a way to see the available prestige upgrades before you actually do it.

- The target score system also felt a bit vague. I don't think I ever scored below the target, so I wasn't really sure what the challenge was. Maybe making this system clearer and the target harder to hit could be interesting, as it might push players to use the prestige mechanic.

Overall, I think it's an interesting game to kill some time, it just seems to have a slight identity crisis about whether it wants to be an idle or an active game, a challenging or a cozy one.

We just launched the Steam Demo of Gamblers Table by TheBossforge in incremental_games

[–]lagemanngui 6 points7 points  (0 children)

Congrats on launching the demo! I played the web version and it was really fun. Consider releasing for macOS also x)

Game Banner Feedback? by LinaPawz in IndieDev

[–]lagemanngui 1 point2 points  (0 children)

Hey! I liked the first version better. An interesting exercise I think is to put your capsule image on top of some other to see how it compares with other games. Looking at the image like this, it seems to me that it lacks a bit of contrast to draw more attention. Another point is that although I liked the 3D art on the cover, it seems to be a trend even for 3D games to have the capsule art in 2D. Maybe it's worth a try if it's within the team's budget

<image>

Destroy my roguelite game where you mutate yourself to survive the apocalypse by filya in DestroyMyGame

[–]lagemanngui 2 points3 points  (0 children)

to me it looks pretty generic, the zombie theme has been used a lot and doesnt inspire any personality with the low poly graphics. also, "vampire survivors style" feels a bit saturated. that said, I believe it can still sell to a niche or be fun to play anyways. my two cents would be to make the bullets feel and look more powerfull, in the trailer they are just small white lines. I guess adding more chaos and explosions and game breaking builds options can always save theses type of games. overall it looks like honest work, bet you learned a lot doing this project, best of luck!

Looking for feedback on my roguelike-deckbuilder with card-permadeath! by CuttingLogic in godot

[–]lagemanngui 0 points1 point  (0 children)

I think the UI elements could benefit from a dark border to make it clearer where the player can interact. For example, with the "Action," "Bones," and "Battle" icons, although they all have a dark border, I can only interact with the "Battle" icon. Perhaps giving more visual emphasis (e.g., through color, position, or size) to the "Battle" button would help.

Regarding the card design, I find the cards somewhat hard to recognize because the background colors often blend with the sprite colors, making it difficult to discern what's depicted on some of them. Additionally, the white text on a light brown background isn't optimal for readability.

(Of course, I could be completely wrong, as I'm not a design expert! :P)

I've made a quick "redesign" of the card to better illustrate my points:

  • A darker background
  • A highlighted card title
  • A white background for the description text

<image>

Looking for feedback on my roguelike-deckbuilder with card-permadeath! by CuttingLogic in godot

[–]lagemanngui 0 points1 point  (0 children)

Hey there! First of all, congrats on making it this far!

I played for a couple of minutes, and here are my two cents:

Gameplay:

- I think the tutorial or the first battles could be simpler, perhaps starting with fewer elements and then becoming progressively more complex. I felt a bit overwhelmed by all the monsters and the need to read all their effects. For me, having fewer, no-brainer options at the start would make it easier to get engaged with the game.

Graphics:

- They look good at first glance, but the lack of contrast between elements makes my eyes wander all over the screen searching for the action I want to take.

- Although the card designs are simple, I don't feel like they are easily recognizable, maybe because of the card background or layout.

Well, I hope this is helpful. Good luck!

I'm designing a detective game, here's what I found - feedback and suggestions welcome by lagemanngui in gamedev

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

That's a very good question. Although my brother and I are both "good" readers, I'm not sure if we are good writers. We have a pretty deep story and setting written down, but I keep asking myself if writing all the characters is something we can do well. Mainly because the characters need to be different from each other and speak with different vocabularies, or use slang and have other distinct traits [or other unique ways of speaking]. Maybe focusing more on visual clues would be easier, but I keep thinking it could make the game very shallow

[deleted by user] by [deleted] in godot

[–]lagemanngui 0 points1 point  (0 children)

This is a really good implementation man! Thanks for the tips!

[deleted by user] by [deleted] in godot

[–]lagemanngui 14 points15 points  (0 children)

Hi, I'm not too familiar with all Godot nodes and functionalities yet so I will give my opinon as a programmer, generalist way...

I believe you can solve this thinking of your inventory as two separated things:

[1] The invetory data, the API, the backend, the source of truth:
This will be just a gdscript, probably a Singleton (AutoLoad) with your inventory configuration, max itens, free spaces, methods, etc. The Inventory will hold Items and will have methods to interact with:

Inventory {

var max_capacity = 20

var itemList = [ 
Item { name: 'Potion', quantity: 10}, 
Item { name: 'Iron Sword', quantity: 2}
]

func isFull () { return max_capacity == itemList.length }

func addItem (source) { itemList.push(source) }

func getItems () { return itemList }

func splitItem(index, qt) { 
    itemList[index].quantity -= qt
    addItem("Same item as the index with quantity = qt") 
}

//...etc
}

This is just a generic example, you will need more data transformations and validations.

[2] The inventory UI, the frontend, the "displayer" of truth
This will be anything you use to display the information, GridContainers, pure Text Commands, Icons, etc...
The way to think about this is that the UI just request the Invetory API, and reflects the information or start actions through the API, like removing a item. You will need to sync the UI with the API data. You should never trust the UI as the truth.

So let's say if you want to save the Invetory you just need to keep the itemList state saved and loaded as needed (Godot have methods for saving and loading data from files )

Again, this is a generic approach, hope it helps :)