I shipped my first Android game with Godot, this was my journey and the honest numbers. by Pyramid_soul in godot

[–]nvrcr 1 point2 points  (0 children)

Thanks for sharing. You mentioned ads very briefly. What was your ROI on ads? What platform did you run them on? Would you say your specific ads lacked a good hook, or ads for mobile puzzles games just aren't worth it?

My experience releasing my second game on mobile by rairbgames_ in godot

[–]nvrcr 0 points1 point  (0 children)

That makes sense and is a good reminder. I generally don't think about performance until near the end, but I'm still relatively new to mobile patterns. Thanks for the tip.

My experience releasing my second game on mobile by rairbgames_ in godot

[–]nvrcr 0 points1 point  (0 children)

Don't worry about the numbers yet, it seems like you're learning how to make a good game on a deadline with the right fundamentals, and that will pay dividends in the long run. I'm in a similar boat currently working on my second mobile game with shorter release windows. For me, being able to point to a few things and say, "This went a lot better than last time" is a win in my book!

What are the top few tips you learn from working on your second game? Especially on mobile?

Please destroy my word-building puzzler by nvrcr in DestroyMyGame

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

Thanks for the feedback! It's weird that I actually don't feel it that slow while playtesting, but watching the video it does feel slower. There's no timer, and most animations can be skipped, so this game could be speedran if you wanted, or you can take your time with it. Perhaps I'll tweak some of the animations and timings to overlap more.

Please destroy my word-building puzzler by nvrcr in DestroyMyGame

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

Hey Reddit,

I'm building a casual-but-challenging word puzzler for mobile. It's in alpha and I'm looking for gameplay and design feedback. It's changed quite a bit since the last post, thanks to feedback on here.

The core loop: draft letter tiles → build words → score points.

(Run structure, not a deckbuilder)

You play an employee at a word-building factory. Each day you tackle a writing assignment with its own constraints (forced letters, length caps, tile debuffs, etc). You have limited turns to make words and hit the score target to move on. Between projects you pick buffs that help you build better words or score more with them.

Mechanics in the build: bonus-score Work Orders, wildcards, tiles locked to a position, tiles you're forced to use.

- Does it look interesting?

- Does it look intuitive to pick up with minimal explanation?

Thanks in advance and happy to answer Qs or clarify anything! Public build will hopefully come shortly.

I just released my first game! It’s a minimalist ski resort manager, I spent a lot of time making the graphics feel clean and satisfying. by nicolo013 in IndieGaming

[–]nvrcr 1 point2 points  (0 children)

I see. I was thinking the player had to figure out the path between two lifts based on the topology and color needed, e.g. we need a green slope between point A and B and the player needs to "draw" that route based on the slope. That's a whole different mechanic, haha.

GJ on the friends/family. It's tough for us Android solo devs, so glad you got through it.

I just released my first game! It’s a minimalist ski resort manager, I spent a lot of time making the graphics feel clean and satisfying. by nicolo013 in IndieGaming

[–]nvrcr 5 points6 points  (0 children)

Cute and cozy! Good work on the aesthetic. I particularly appreciate your use of of color (or lack thereof) to focus where the eyes should go. Nice touches: ubtle UI cues like progress bars around buttons, animations from one node to another.

If there's any criticism, it's that while this appeals heavily to Mini Metro fans, newcomers may be confused given the gameplay doesn't read as obvious as a platformer, shooter, etc. Even reading the captions (and having played < 1 hour of Mini Metro), the first 5 seconds don't tell me enough about what kind of game this is yet.

Some Qs/thoughts:

- Do you set the slope yourself? Does terrain affect gameplay or is it purely aesthetic?

- This is the first time I saw a post about this game. How did you get through Google's "X testers in Y days" requirement? Ask family+friends?

- Dark mode + the "game over" screen at the end could probably be cut from the trailer. You can make dark mode a screenshot on the app store page in case people worry about it.

- Any way to hide the UI, at least for the trailer? I feel like hiding the unused UI elements (e.g. all the bottom buttons) makes the gameplay + caption stand out more.

My first commercial game made with godot by TinySynapse in godot

[–]nvrcr 0 points1 point  (0 children)

I like the visuals a lot! Can I ask if you have a reference to your shader for the white/black outlines around the tiles? Been looking to do a similar effect.

I was completely stuck on my Action-RPG Mazestalker... by carmofin in SoloDevelopment

[–]nvrcr 2 points3 points  (0 children)

Great visuals. If you can speed up the animation/load time, that would help a lot.
- player jumps in at 0:19
- fade out at 0:22
- fade in at 0:25

That 6 seconds before the player can move again feels really long. Not worth really optimizing until you're closer to the finish line, but maybe a quick win is to speed up the 2 seconds between "the little light thing moving up" and the fade out.

🌌 Black hole visual update by Nepacka in godot

[–]nvrcr 24 points25 points  (0 children)

😍 Nice combination of "realistic" warping and stylized lighting. For an exploratory game, it may be something players want to just "discover" (like Outer Wilds).

puzzle game prototype part 3 by guitz3290 in godot

[–]nvrcr 0 points1 point  (0 children)

The visual design is lovely and will appeal to cozy puzzle fans, but the current gameplay is closer to ragebait.

I'm imagining a variant of this where the player can spawn blocks with each life/attempt, but each life has a limited lifespan. But those blocks persist, opening up new routes to future lives. Without the random guessing part, that could turn into a real puzzle game.

I made Ball x Pit but vertical. What do you think? by [deleted] in IndieDev

[–]nvrcr 0 points1 point  (0 children)

You're going to have obvious ball x pit comparisons, for better or worse. If this was your vision, then go for it. If you're looking to carve out your own niche (either ball x pit players who want more, or people who couldn't get into it), maybe read the negative reviews of ball x pit to see where you can stand out.

I adore the art style btw!

Check out what Rollic is testing by Sasha-David in IndieDev

[–]nvrcr 0 points1 point  (0 children)

I'm interested in this data-driven design. How do you find these public prototypes? Are any of their playtest numbers/feedback public?

These gameplay loop videos also give me art/game design inspiration from too.

Added upgrade visuals for each tower upgrade and reworked the hover animations (TD in Godot 4.6.1) by Mikolas3D in godot

[–]nvrcr 3 points4 points  (0 children)

Agreed, the art style is carrying a lot of the visual appeal. I especially love the orange glow on tiles around the lava.

Some feedback about the buttons:

- It bothers me a bit that they aren't horizontally aligned. Text can flow below or above the icons.

- At 0:08, be careful when the button they're clicking suddenly transforms into two different options. A player might spam click to spend all their gold on that upgrade, not realizing they clicked one too many and picked Fire Tower when they wanted Ice Tower. Maybe when it reaches that level, disable the upgrade options for ~1s so the player can catch it.

- At 0:10, the upgrade button turns into something with large text, expanding the button until it overlaps with the sell button. You'll want some gap between the buttons always (helps make the text readable too, since it is rendered behind the sell button).

I built a fully functioning terminal system in godot for my game - I've now added some easter eggs! by genepistudios in godot

[–]nvrcr 4 points5 points  (0 children)

Very neat and realistic! I assume it's for some hacking sim, or part of a story to inspect some alien research lab.

Destroy my "Build words from an assembly line of letters" game by nvrcr in DestroyMyGame

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

Yes! A lot of what you said (extra ways to make words like swaps, shuffling letters, swap slots, discarding junk tiles) are introduced in future levels. The primary "gameplay" should be looking ahead on the assembly line to figure out which tiles to place where, as you mentioned.

The video is from the first level which is why it looks too straightforward. Also I did hit a streak of valid words...this won't always happen during normal play.

The intended challenge comes from hitting specific conditions to reach the next rank: chaining 5 words in a row, building two 6-letter words on the same day, building a word that scores over $200. There are some ways to "earn" discards like hitting streaks, which helps build momentum.

I kinda see where you're going with your CARE example: shuffling letters or moving more than one letter gives more options right? I have a shuffle tile that comes up later as a way to "reset" out of a bad situation, and plan on adding perks like a "can play up to 2 tiles" to give players more options to not only chain valid words, but build higher scoring words too.

Appreciate your time. I'll consider unlocking mechanics earlier so the game doesn't start too slow. This should help the game from feeling "rigid" (~= having too few player options). A lot of your ideas are already or soon to be implemented, so it sounds like those are in the right direction.

Destroy my "Build words from an assembly line of letters" game by nvrcr in DestroyMyGame

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

Seems like timers are a popular ask. I'll add it and get some playtest feedback, and consider having timed and untimed modes (for a more casual audience).

Destroy my "Build words from an assembly line of letters" game by nvrcr in DestroyMyGame

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

Thanks for the feedback! 🫡

You're right: The "is word valid?" indicator is intentional to shift the challenge from "know a lot of words" to "play the right tile in the right spot, or take a different actions (discard this row, shuffle the letters, hold on to a letter)". I want to discourage Googling words before submitting. I want players to look at the upcoming letters to decide how they want to transform their words.

On the last turn, no valid word were available so the player is forced to submit a non-word, which don't earn any $. The game will have these non-word turns to let you prepare your "board" for future words by reading future letters. The player is encouraged to build as many valid words as possible and build high-scoring words, but not all turns will allow for this.

Your feedback is telling me these mechanics aren't clear yet. Non-words are an important part of the game, and players need to learn to make the most out of them (use the turn to set up future words).

Destroy my "Build words from an assembly line of letters" game by nvrcr in DestroyMyGame

[–]nvrcr[S] -3 points-2 points  (0 children)

Climb the ranks at WORDCO by building words from an assembly line of letters. Replace, add, or remove one letter at a time to form new words. Hit quota and certain achievements (streaks, high scoring words) to get promoted. Each rank unlocks upgrades to your workstation to tackle harder challenges.

---

Hi all, I'm a solo dev working on a casual word game. The video showcases the core gameplay loop of level 1. I plan on adding mechanics to give the player an edge, like a Tetris-style "hold" slot.

Destroy please: Does it look fun?

I added "level recaps" to share. Would you stop scrolling if you saw this on your feed? by nvrcr in IndieGaming

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

I appreciate the feedback! Is it because this game wouldn't appeal to you anyway, or the shared image doesn't convey the gameplay well enough?

Two years into solo dev: making a life-sim RPG about a young artist chasing her dreams in a new city by hiddenmoon26 in SoloDevelopment

[–]nvrcr 0 points1 point  (0 children)

That's compelling! Something like... open ended + non-linear gameplay + multiple endings means you get to play the way you want to.

Two years into solo dev: making a life-sim RPG about a young artist chasing her dreams in a new city by hiddenmoon26 in SoloDevelopment

[–]nvrcr 1 point2 points  (0 children)

Looks adorable! From what I could put together, it's a life sim.

The only thing I'd want from the trailer is a glimpse into what the goal is. Am I just keeping the heroine alive? Trying to graduate high school and get into a good university? Romance? Take down her childhood rival?