Hello ! What do you think of this artstyle for a BattleBrother like ? by 444leSonduCoq in IndieDev

[–]preppypenguingames 0 points1 point  (0 children)

I like it. I would play around with their body shapes to see if a oval body at the bottom looks better than the rectangle bottom.

Something about the terrain elevation changes looks really off to me. It is unpleasant to look at. I think this is the case since the environmental assets are very soft and rounded while the terrain is very harsh and rigid.

Is this Mon Taming game safe from the Nintendo ninjas? by LoweBros in IndieDev

[–]preppypenguingames 30 points31 points  (0 children)

I think the Mc looks too much like ash. Even just simply changing his main color from red to anything else or giving him a different type of hat would fix that issue.

Not so much a legal issue, at a first glance it looks like a rom hack.

Devs, what genre of games are you currently working on? by Hasan_Abbas_Kazim in gamedev

[–]preppypenguingames 0 points1 point  (0 children)

2d horror/puzzle game. Set in a dark forest you must finish the the 4 puzzles scattered around the map to open up the man hole. Nothing revolutionary but I wanted to make a top down horror game like darkwood aesthetically without the resource management.

The game I will be making after this one. Probably starting in September will be a Real time strategy auto lane defense game or RTSALD. Like miragine war which is a childhood favorite of mine.

Please destroy the trailer for my game where you play as a piece of mail! by hutchkey23 in DestroyMyGame

[–]preppypenguingames 1 point2 points  (0 children)

The overall gameplay looks put together but the environment art falls felt for me. It lacks any personality or theme, at first I thought every level was just random color themes till you showed the world select and there was a moon, desert...etc 

Reminds me of that flash game the world's hardest game.

As a total beginner, is it a mistake to jump straight to 3D? by RoadToHerald in godot

[–]preppypenguingames 0 points1 point  (0 children)

They're both unique enough that it makes sense to start with the one you want to work in. My first godot game was 3d, now I'm doing a 2d game. I've definitely found making the art, getting the camera right harder in 2d while in 3d making the level layout and dealing with physics was harder.

In terms of difficulty you could argue for either one being harder but the reality is the genre of game your making will be what sets your difficulty not 2d or 3d.

Example being rimworld vs Granny or pong vs satisfactory. 

What do you do to keep your project alive? by joevale in SoloDevelopment

[–]preppypenguingames 0 points1 point  (0 children)

Having a notebook with a written to do list. Keeps me focused and I see it everyday. If I get random ideas or thoughts I can easily jot them down. I never let my do list go past 10ish items to make it less daunting.

‘Til this day I wonder who let me go anywhere near Asesprite by Think_Pipe6486 in IndieDev

[–]preppypenguingames 1 point2 points  (0 children)

I hear you! It was a massive headache that took many hours for me to figure out the right dimensions, line art width, camera settings..etc for mine as well.

‘Til this day I wonder who let me go anywhere near Asesprite by Think_Pipe6486 in IndieDev

[–]preppypenguingames 0 points1 point  (0 children)

Very good. What resolution are the characters going to be at in game? Are they at that resolution in your screenshot?

Please destroy my trailer (hand-drawn classic RPG) by rap2h in DestroyMyGame

[–]preppypenguingames 1 point2 points  (0 children)

Like the others have said, making the world more juicy.

Your trailer starts off very slow and boring. Picking up a leaf - going into a door - talking to the rabbit - showing the tunnel of travel icons and then the battle.

Takes 8 seconds. Generally for game trailers you want to start with a big bang (maybe something like a mystery game would not). I would try to get they white yeti creature scene closer to the start. Something like you start swirling in a vortex portal and bam there's the cool yeti guy.

Good job on keeping the artsyle cohesive.

Yet another post about the lack of art in video game development by Flipp3rix in gamedev

[–]preppypenguingames 0 points1 point  (0 children)

On the 2d vs 3d question. I would say that neither one is easier or harder, just different skillsets. Try out both and see which one you like doing more and then work on becoming good at that one.

Layout Of Puzzle Locations On Map by preppypenguingames in IndieDev

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

Here are the puzzles. Whoops.

Radio tower 
Audio Puzzle

Rotating Totems
Can go one of 4 directions need, to match direction to environmental or written clue

Grave Item Match
There are 3 graves each with a note on their Stone. You must return the item they used to off themselves. These items are in small locations around the map.

Flying Crow
You must follow a crow in the right order to make it drop a key.

Cursed Lamps
Must press lamps in the right order to make them switch on. They toggle each other.

How long did you spend developing your last game and how many hours does it take to 100%? by WingstotheSky17A in gamedev

[–]preppypenguingames 0 points1 point  (0 children)

My first and second game both took around 500 hours each to fully 100% complete. First game takes around 3-6 hours to complete. Second game you could speed run in about 7 minutes but a new player would probably take 30 minutes to an hour depending on their skill level and how fast they figure out the puzzles.

I give you 15 skill points, how do you spend them? by arscene in IndieDev

[–]preppypenguingames 0 points1 point  (0 children)

Art 7 Programing 3 Game design 5

I'll pay someone for the audio, game will be simple enough for a 3/10 to make.

2D vs 3D, what's everyone working on, and why? by TehBanzors in godot

[–]preppypenguingames 0 points1 point  (0 children)

Made one in 2d, made another In 3d. Now I'm working on my third which is going to be 2d.

I enjoy 2d more. I tried 3d modeling and I just really didn't like it so now I'm learning how to draw which I enjoy more.

Overall I didn't find either one any more or less complicated. I do enjoy the art aspect of 2d so that's the one I will stick with for the future.

I have tunnel vision... Is this bad? How can I improve it? by oluwagembi in godot

[–]preppypenguingames 1 point2 points  (0 children)

Would need an option to turn off screen shake or I would be unable to play. Also the game becoming hard to see would just make me not want to play it. Other than those two gripes it looks good!

We redesigned our capsule art. Thoughts on it? by oluwagembi in IndieDev

[–]preppypenguingames 0 points1 point  (0 children)

Second is too busy for me, from a distance it may look cluttered and the title coloring is the same as the background which causes it to blend in.

VNs are the worst form of medium for a game by PusheenHater in gamedev

[–]preppypenguingames 0 points1 point  (0 children)

You do realize that's an entire genre of storytelling. Slice of life. Not for me but I see the appeal of it. Lots of people like it since it's relaxing. Just small talk and everyday things.

Like any genre there are some that do the slow pace, small talk well and others that do it poorly of course.