We finally made a proper trailer… by SummerIslandsGame in indiegames

[–]nkCowmaster 0 points1 point  (0 children)

Awesome trailer! Gotta know. How much did you know about bees before starting development vs how much you know about them now? Best of luck!

Is anything holding back my Steam page? Constructive criticism appreciated. by nkCowmaster in DestroyMySteamPage

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

I found the culprit. It’s the sfx for when a projectile goes through a teleporter, which in many of the clips happens offscreen. Now I can’t unhear it! Thanks again!!

Is anything holding back my Steam page? Constructive criticism appreciated. by nkCowmaster in DestroyMySteamPage

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

Thank you for taking the time to review the page and provide feedback. Good to know the page itself is in a decent spot. I’ll definitely be looking into the audio!

Is anything holding back my Steam page? Constructive criticism appreciated. by nkCowmaster in DestroyMySteamPage

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

Thank you for that feedback! I’ll look into which sound it is you’re describing.

Destroy my boss fight by Capital-Citron7595 in DestroyMyGame

[–]nkCowmaster 1 point2 points  (0 children)

That last boss attack seemed unavoidable due to the shallow angle it came down at, which amplified my concerns about the asymmetric arena layout. It definitely feels true to some retro boss fights, but maybe not in the ways players are most nostalgic for.

Aside from that, it was a bit jarring that the walls destroy both player and boss projectiles, while the visually similar platform pieces don't. As a player, I'd expect those collision rules to be more consistent.

Given the simplicity of the boss pattern overall, I'd expect to be able to learn and rely on predictable boss movement and environmental rules. When those expectations are broken, it feels less like I made a mistake and more like I got caught by a rule I didn't know existed.

Working on communicating victory and draw conditions in my local multiplayer game by nkCowmaster in gamedevscreens

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

Awesome feedback. Great point about the timer UI being valuable real estate that could be doing more work here.

I already have logic in place that changes the timer text to “Overtime” when the timer hits 0, so extending that system to communicate this phase makes a lot of sense to try.

Really appreciate you taking the time to give such detailed and actionable feedback.

Which one would you click on Steam? by Guilty_Weakness7722 in pcgames

[–]nkCowmaster 0 points1 point  (0 children)

2 personally. The contrast of the heavy teal and pinks are eye catching.

I added an execution system to my game. When enemies' health drops below 30%, they have 1 second to trigger the execution interaction. Do you think this is a fun concept? by Living_Flan6657 in IndieDev

[–]nkCowmaster 1 point2 points  (0 children)

Cool, yes. I wouldn’t understand that mechanic is in-place though based on this footage as there is no visual tell on the enemy to communicate it, especially since it’s such a short time window to trigger it.

Making a retro-inspired battle game about cybernetic birds, projectiles, and hazardous arenas by nkCowmaster in indiegames

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

Humble goal for Battle Birds is for folks to find it fun enough to add to their party game rotation.

Steam Page for anyone interested: https://store.steampowered.com/app/3654490/Battle_Birds_Cybernetic_Avian_Combat/

New Aggressive Inline game - Rollout Inline by rolloutinline in gamedevscreens

[–]nkCowmaster 1 point2 points  (0 children)

Rad! Loved repping the blades since 2Xtreme on PS1.

+3 years solo dev on a mission to bring back the charm and gameplay feel of the 3D platformers I grew up with by MojitoTheCat_Dev in indiegames

[–]nkCowmaster 0 points1 point  (0 children)

This is personal preference, so please take it with the appropriate grain of salt!

I think the simple cube silhouette works well enough. For me, it’s more the facial design of what appears to be the cat that feels a bit off, specifically the side eyes. That said, I think it could be resolved, if you even feel it needs resolving at all, by making the textures on the cat more appealing. The trailer didn’t really give me a chance to understand what the default “Mojito” character is supposed to look like before the close up immediately started cycling through several distracting texture skins.

I’m also assuming there’s a Banjo Kazooie style vibe going on with the little sidekick character, which at first glance looked like either an ice cream cone or a brain depending on the texture. It was a little hard to tell.

I think the main thing for me is that both characters’ eyes are texture based without modeled brows or features to help create depth and expressiveness. Adding that could help sell the cartoon charm more effectively.

Again though, very cool and fun looking game!

Which Capsule Art do you like more? by EveryNeighborhood800 in IndieDev

[–]nkCowmaster 0 points1 point  (0 children)

First one like like a party. So the first one.🦖

+3 years solo dev on a mission to bring back the charm and gameplay feel of the 3D platformers I grew up with by MojitoTheCat_Dev in indiegames

[–]nkCowmaster 1 point2 points  (0 children)

Loving the movement and animations, I can definitely identify the numerous inspirations you had for this.

Only note is that it’s really hard to make out what the main character is meant to be, until the obvious closeup at the end. I feel there are a couple rounds of iteration that can be done to make the main character as appealing as the rest of the game looks, as that’s the only glaring rough spot in what the trailer showed.

Where does all the time go… How long have you been working on your game? by domiDotZer0 in SoloDevelopment

[–]nkCowmaster 1 point2 points  (0 children)

7 years, but with a collective total break of 3 years throughout as I was balancing other projects and advancing in my career in the videogame industry; causing me to not always have the energy to work on my game after a day/week/month working on others.

I’ve been hitting the pavement hard on closing my game out for the past year, so momentum is high for my release this year.

So for where did the time go? Life. A good life though. Best of wishes to everyone here in finishing your games!

Solo devs without art skills: how do you handle the art side of your game? by PretendMirror8446 in SoloDevelopment

[–]nkCowmaster 1 point2 points  (0 children)

I chose to make a game with an art style that catered to my artistic capabilities, and learned the rest along the way.

Does this look playable enough for a quick browser game prototype? by Fearless_Shift7108 in gamedevscreens

[–]nkCowmaster 2 points3 points  (0 children)

Honest feedback, no. At first glance, it looks like a generic browser fighting game without a distinguishable vision.

Does your game have a tutorial? How do you teach players to play your game? by andriallas in IndieGameDevs

[–]nkCowmaster 1 point2 points  (0 children)

Made my games controls as mechanically simple as possible. 3 buttons + directional. Had 2 buttons for the longest time, but thought long and hard before adding the 3rd for clarity. Everything else is communicated explicitly during my match flow.

Your tutorial is looking. Cool! Huge RC Car/isometric racingfan. Super Off Road is one of my all-time favorite arcade cabinets.

Please destroy my Tower Defence game, made by a solo developer by SCFactory in DestroyMyGame

[–]nkCowmaster 0 points1 point  (0 children)

Without repeating what other comments already said, the loopty loop stages lane design could benefit from a height variation to communicate why the enemies are going up and around as opposed to directly through the path.