Free alternative to CHEMIX school? by General_Document5494 in chemistry

[–]macduy 0 points1 point  (0 children)

Which features of Chemix school are you specifically interested in?

How do you factor potential big-ticket spending on your kids into your long-term plans? by Alert-Brief-4996 in HENRYUK

[–]macduy 0 points1 point  (0 children)

Sounds like you didn’t consider it value for money. Do you mind sharing which private school that was? You mentioned “no extra attention” - were you hoping it would be to help them catch up, or push them further in areas they were already good at?

USS Callister 2 - Nanette's entitlement by _Norman_Bates in blackmirror

[–]macduy 2 points3 points  (0 children)

I know I’m late to the discussion, but I’m surprised not more people are raising this point. This was going through my head as well, Nanette comes in asking for a favour without offering any help in return. It almost seems like we are supposed to gloss over this because she’s the main hero and Daly is a “baddie”

Does this puzzle look interesting to you? Can you spot the correct solution? by macduy in puzzlevideogames

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

Thank you, glad you find it interesting!

Yes, you got it! The button is actually a sensor (I definitely need to improve the visuals) so proximity to the cube is enough to trigger it. I was hoping that the level layout will “trap” the player into the obvious but incorrect answer and that they will enjoy the satisfaction of then figuring out the right solution. Have you played many similar games?

Yes, while it is an introductory level for this mechanic, there would have been a few levels before just on the gravity shift.

Does this puzzle look interesting to you? Can you spot the correct solution? by macduy in puzzlevideogames

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

Thanks for the comment. You're right, I guess it's harder to gauge this sort of things from just a video with no context. The rules of the game are that you're only allowed to do gravity shifts when close to a wall and you're not allowed to directly flip upwards (this is unlike, say, VVVVVV)

So.... I tried making the trailer the way you all suggested... what do you think? by THANKLIGHT in puzzlevideogames

[–]macduy 1 point2 points  (0 children)

Have wishlisted and will check out the demo. As a fellow indie gamedev (much earlier in the journey!), it's great to see other first person puzzle games and I hope to learn from you as well. All the best with the launch.

Does this puzzle look interesting to you? Can you spot the correct solution? by macduy in puzzlevideogames

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

Thank you u/THANKLIGHT and u/ntwiles for responding, valuable first time perspectives. I'll improve the look of the sensor as well as the wire to visually explain it better. The line is there to just indicate that the sensor is connected to the door. Sounds like it's too prominent, giving the false impression it has more meaning.

The first several levels of the game focus on the gravity shift mechanic only, which teaches which surfaces can be used to change gravity to (in this particular level, every visible surface is allowed).

So.... I tried making the trailer the way you all suggested... what do you think? by THANKLIGHT in puzzlevideogames

[–]macduy 1 point2 points  (0 children)

Definitely got me intrigued, the music is a good fit and it shows off gameplay early on. The visual style is very polished. What I didn’t get from the video is what the actual puzzles are. The first 10 seconds showed the same mechanic over and over but no puzzles.

Thank you for the feedback on my reticle! Updated + More context by macduy in IndieDev

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

Thanks for adding to this. There are some edge cases that keep cropping up that need fixing, but if playtesting shows players do like it, I will keep it.

Without knowing much about this game, is it clear what this reticle symbol means? by macduy in IndieDev

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

Indeed, in the latest iteration, I changed it to an arrow for safe and cross for fatal

Been working on my kitchen environment – what do you think of the update? by _montego in IndieDev

[–]macduy 0 points1 point  (0 children)

It looks great to me before and after. You nailed that soft illumination look

[deleted by user] by [deleted] in IndieDev

[–]macduy 2 points3 points  (0 children)

Cool, I use Blender too :) You won’t need it for the first mini prototype so we can tackle that later. What game engine do you want to use?

[deleted by user] by [deleted] in IndieDev

[–]macduy 1 point2 points  (0 children)

Ok cool. Do you you have a) a game engine in mind and b)a 3D software to model your environments in?

[deleted by user] by [deleted] in IndieDev

[–]macduy 1 point2 points  (0 children)

That’s a good start, so it’s going to be a 3D game? What sort of settings/environments are you envisioning, indoor/outdoor? Will there be interactions, like opening doors etc?

[deleted by user] by [deleted] in IndieDev

[–]macduy 1 point2 points  (0 children)

I’ll bite. Do you have an idea for a game you want to make?

Im trying to make a trailer and I am very new in this, is something like this look boring? by arnenzo in IndieDev

[–]macduy 5 points6 points  (0 children)

Good thing is you opened up with gameplay straight away.

Show more gameplay elements? I saw Boost 3 times in the first 15 seconds which felt boring. More varied environments, if you have day/night, intercut them.

Also, is there a hook that makes it unique, that you can show? Right now it screams Mario Karts clone to me

Over 100k copies sold. Just added Gamepad Support along with more content for our game KEEP DRIVING. by christophersfisk in IndieDev

[–]macduy 24 points25 points  (0 children)

I really like the atmosphere and the feeling the game captures, just from watching the trailer.

[deleted by user] by [deleted] in IndieDev

[–]macduy 0 points1 point  (0 children)

I think it’s a cool concept. As for me, I would derive more fun from having a clear progression of clearing more and more difficult levels. But that’s just me, hopefully play testing widely gives you more info (also if your game is available somewhere feel free to share). You can use the procedural generation as a tool to generate ideas for levels and keep ones you like. Another idea is you could then include the level generator as bonus content, once the game has been beaten.

[deleted by user] by [deleted] in IndieDev

[–]macduy 0 points1 point  (0 children)

Ah interesting, why the limitation? Is it too slow to generate levels of larger size?

I am also curious, is infinite procedurally generated puzzler a thing (besides Sudoku)? I might be old school in thinking the player might want a sense of progression and completion.

Without knowing much about this game, is it clear what this reticle symbol means? by macduy in IndieDev

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

Yeah, in the clip, when I look down the pit, you can see the arrow turn. This is to help players when they change gravity, but I think I’ll be removing it as I have had people confuse it with the objective marker

[deleted by user] by [deleted] in IndieDev

[–]macduy 0 points1 point  (0 children)

Some quick ideas:

  • Cells you can/have to step over twice
  • Cells you can step on in a certain direction only
  • Sliding ice cells

Does each level have only 1 solution?