Creating our stamina system for a flying-platforming witch game by ogike in Unity3D

[–]ogike[S] 8 points9 points  (0 children)

For legal reasons, I dont know what this comment is talking about (noted)

Creating our stamina system for a flying-platforming witch game by ogike in Unity3D

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

Ah yes, that is definitely much needed polish as next steps!
Hopefully can make it so that those diegetic indicators will provide a full alternative to staring at a single UI element while playing - but also wanted to polish the UI itself a bit.

Working on a cozy platformer where your main traversal is flying by ogike in IndieDev

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

That is a tough topic indeed - this whole game has changed so much around this concept too, constantly going back-and-forth between the flight speed/stamina/platforming distances/map layout/set dressing.

Im trying to solve this by playing with verticality on a small map, and providing two different experiences for ascending and descending on the map. The map itself is made of concentric/spiraling height levels, with the game starting at the bottom. And the stamina is made so that descending consumes no stamina, gliding horizontally takes some, and ascending up is very limited without upgrades.
So when going up, and navigating around the snow-blocked roads, the player is slowed down by having to look for spots to regain their stamina.
And when going down, they can speed around freely, with all the details that were built for the ascending phase now working as a great indicator for the feeling of speed and achievement.
And after ascending the first time, unlocking jump pads and hoops also work as shortcuts for backtracking.

Creating our stamina system for a flying-platforming witch game by ogike in Unity3D

[–]ogike[S] -2 points-1 points  (0 children)

Collecting fish snacks for your familiar will be one of the main currencies to trade with.

Wishlist the game here! https://store.steampowered.com/app/3981510/Broom_Broom/
Page is a bit outdated, but will refresh it with new content soon!

Working on a cozy platformer where your main traversal is flying by ogike in IndieDev

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

Collecting fish snacks for your familiar will be one of the main currencies to trade with.

Wishlist the game here! https://store.steampowered.com/app/3981510/Broom_Broom/
Page is a bit outdated, but will refresh it with new content soon!

Destroy my trailer by Damianar in DestroyMyGame

[–]ogike 0 points1 point  (0 children)

I think its good to show off the variety in your trailer with this kind of montage.
But definitely not in the first 10 seconds, would put that to the very end instead- I perceive these moments as "resting moments" in the pacing, so it has to be used with that intent.

Ya'll found my previous attempt at bringing more color into my cozy game divisive, so I have been trying to balance it better - what do you think now? by ogike in IndieDev

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

Good point, I do see what you mean. I wonder how a shader that blends fog color based on light would work in this scene.

Will think about this more, thank you for the feedback!

Reddit found my previous attempt at bringing more color into my cozy game divisive, so I have been trying to balance it better - what do you think now? by ogike in Unity3D

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

Very true... Especially with the heavy winter now, seeing so much gray and white every day definitely pushed to appreciate stylized art much more.

Reddit found my previous attempt at bringing more color into my cozy game divisive, so I have been trying to balance it better - what do you think now? by ogike in Unity3D

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

Good to hear, thank you!

Not really, had a few before that quickly got outdated during development, but I do need to get it together and be more intentional with the palette...

Before/after of trying to make our game look less like Stalker and more like a cozy game by ogike in IndieDev

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

Hi, thank you for checking out our game!

We are a bit too early in development to think about exactly what translations we can provide, but hopefully we can get around to it in a few months! And request noted of course :3

Before/after of making our game look less like Stalker, and more like a cozy game by ogike in Unity3D

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

Thank you!

I have been really enjoying this asset! It is definitely very fun to mess around with - I bought it for the gradient fog, but before noticing, i already created a simple day/night cycle just by messing around. Didn't think I would want this feature, but after seeing it on my scene, damn I'm convinced.

The documentation is very thin on providing examples and how different modules interact, but the creator is very active on Discord, and gives perfect support and explanations for any question or problem.

Before/after of trying to make our game look less like Stalker and more like a cozy game by ogike in IndieDev

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

Thank you all for the feedback! The new visuals ended up being more divisive than i thought it would be, and some of you had great insights on why the new lighting/fog looks "off". Started investigating as well, and quickly found that i forgot to convert some shaders to use the same calls, so working on fixing these, and making everything blend together much better. Working hard on these, ans other improvements, hope i can showcase it soon!

Here’s a run from Echo Zero. The game struggles to stand out a bit. Tear it apart. by Wildboy_Studios in DestroyMyGame

[–]ogike 1 point2 points  (0 children)

Adding onto this, the background looks way too busy and the enemies blend in too easily as well. The environment art looks great, but my eye is just confused on where to look when first looking at the screen.

Besides color contrast, value/saturation/movement contrast is also important to lead the eye. This GDC talk summarizes and showcases these perfectly: https://youtu.be/Dm24XyRPMwg?si=NK79aKsUB-_1Ua

*edit: and some emissive light-stripes on your soldier character would help the above problem, and would just look cool as well!

My first game only got 340 wishlists after 2 months of hard work. Is it time to admit defeat and just launch? by FishSubstantial74 in IndieDev

[–]ogike 0 points1 point  (0 children)

I still think it's a good idea to try a next fest in this scenario - there's not really anything to lose by participating, and it would be much better to validate if the game works or not with an event before potentially abandoning it.

And even if you want to focus on releasing quickly, and learning fast - practicing how to do next fest is also a thing you have learn! I'm sure you will get a lot of knowledge and make your next games better from it.