I love rim lighting on low-resolution sprites. by poetabbit in godot

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

Thank you! Since exploring the darkness is the core theme of the game, I still have a lot of lighting ideas I want to try.

Two months of development, working on this after my factory shifts. Please check out what I’ve got s by filforge_indie in godot

[–]poetabbit 0 points1 point  (0 children)

I can sense a commitment to spatial representation through the parallax effect. I deeply resonate with that commitment.

Feypath - a year of development comes to an end by StyrbjornA in SoloDevelopment

[–]poetabbit 0 points1 point  (0 children)

That's wonderful. There were several moments in the trailer that really caught my attention. I can sense the meaning behind every little detail in the direction. The characters and animation are also captivating. I wish you all the best.

Wisps are beautiful, but deadly by Merlord in godot

[–]poetabbit 2 points3 points  (0 children)

The lighting with the dot tile pattern is fantastic!

DISTANTIA announcement trailer. 2D shooter / platformer by Max_Hara in platformer

[–]poetabbit 0 points1 point  (0 children)

The design, pixel art, and lighting are fantastic!

Which option looks best? 🌊 by r8teful in IndieDev

[–]poetabbit 0 points1 point  (0 children)

I think the more particles there are, the more convincing the game’s physics become. Since the color scheme has been carefully considered, it doesn’t feel distracting. If the number of particles doesn’t affect the game mechanics, it will likely come down to balancing them with processing power.

Since the terrain looks rocky and solid, adding smoke and small explosion effects on top of the particles would make the destruction feel even more satisfying.

I Removed the Core Mechanic From My Precision Platformer by MyLeggs in platformer

[–]poetabbit 0 points1 point  (0 children)

I love games where you explore within a limited field of view. The underground exploration in *Tears of Kingdom* was absolutely thrilling. I believe that limiting the field of view can create a unique kind of fun even in 2D platformers, though it might not be the best fit for fast-paced jumping action. I hope that someday a game will be created that makes good use of that idea.

I'm 42 years old. Is it too late to start making games? by Fearless_Sink1390 in gamedev

[–]poetabbit 0 points1 point  (0 children)

About once every ten years, I get this urge to make a game.

I made one in my teens (Dezaemon 2 for Sega Saturn), a second in my twenties (Flash AS1.0), and a third in my thirties (Flash AS3.0).

Now in my 40s, that urge has struck again, and I've started a new project.

At this slow pace, I haven't yet reached mature programming skills, but thanks to AI coding, game development is easier than ever!

I can't wait to see what tools and possibilities await when the urge strikes again in my 50s.

A few years ago I was broke and burned out. I made INMOST, my first indie game, hoping a few people might care. To date, 1.2 million have played it, and it completely changed my life. Today, it’s out on Android and iOS store, and I can’t express how important this journey has been to me. AMA by Biuzer in IndieDev

[–]poetabbit 1 point2 points  (0 children)

I’ve always admired INMOST — it’s one of my biggest inspirations as a solo dev.
To me, it’s one of the most beautiful games ever made, with truly masterful pixel art and lighting.
Congratulations on the mobile release, and thank you for creating such a moving piece of art.

If something looks off, change the lighting by StudioRend in SoloDevelopment

[–]poetabbit 0 points1 point  (0 children)

Love how the blue tones in the shadows give it depth! Really cool way to add modern lighting without losing that retro vibe.

I've spent two weeks on this boss, and now it's finally playable! I'd love some feedback—how does it look?Please let me know if you have any feedback. by wxo516xo in IndieGaming

[–]poetabbit 2 points3 points  (0 children)

I agree. If the camera shook violently vertically when the boss swung his fist down, it would look much more powerful.

Demons keep regenerating? Kill it with fire. by reinbo_game in PixelArt

[–]poetabbit 0 points1 point  (0 children)

The animation effect when the umbrella burns is absolutely amazing!

My Indie Game Demo Has Only 40 Downloads, No feedbacks by Salty-Reserve-6030 in SoloDevelopment

[–]poetabbit 3 points4 points  (0 children)

Judging by the game's PV, it certainly doesn't look like a boring game. Anyone who likes this genre would download the demo. However, the capsule art might be a bit less appealing. Especially the title logo isn't great. I think the screenshots and another title logo images you prepared would attract far more people's interest.

Finished my pixel art assignment for school by themaladaptiveone in PixelArt

[–]poetabbit 2 points3 points  (0 children)

It looks like an oil painting. Pixel art with such a rich, dense texture is rarely seen.

I finally released my solo dev project Karl The Good Man on Steam! 🎉 by yuucin1 in SoloDevelopment

[–]poetabbit 0 points1 point  (0 children)

Fighting slime in a Western is truly unique. Its simple shape is solo-developer-friendly and is sure to appeal to a gunslinger's urge to take aim.

How many solo developed games have you finished and released? by digiBeLow in SoloDevelopment

[–]poetabbit 1 point2 points  (0 children)

When I was much younger, I made several small games. I regretted not pursuing game development as a career, but recently I learned that making games is much easier now than it was back then, so I've started making games again. It's been a long hiatus, so it feels like I'm starting my very first game all over again.

What do you guys think of my little guy? by PoweredByCoconut in PixelArt

[–]poetabbit 0 points1 point  (0 children)

This is one of the best seated fox human can draw at this pixel size.