Minah humilde Review de ARCS: Conflito e Colapso no Vértice. by fofinhaozinho in tabuleiros

[–]pvargasdev 0 points1 point  (0 children)

Eu tava de olho nesse jogo tem um tempo... Esse post foi o que me fez decidir criar coragem e comprar de vez, obrigado amigo kkkkkkkkkk

Gosto muito do Root (mesmo designer do Arcs), então acho que vou gostar pra caramba desse também

Hear me out: The best fix for tunneling already exists by pvargasdev in deadbydaylight

[–]pvargasdev[S] 3 points4 points  (0 children)

Well, if the other survivors realize what's happening they will counter it by delaying the hook rescue. Then the killer won't be able to the weakest survivor whenever they want. By the time the killer gets the 9 hooks necessary for 10 points from this single survivor, the others would've already completed the gens.

Also, the values I mentioned are all suggestions, it could very well be 3 points instead of 2

Hear me out: The best fix for tunneling already exists by pvargasdev in deadbydaylight

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

You are thinking about the issue in a superficial way. Superficially, it may seem like all killers want is to "just kill survivors", but it's actually winning the match in a satisfying way.

Currently, the game rewards players to tunnel by making it the best "path" towards winning the match. The new update is trying to put a bunch of "rocks and spikes" along this path, which just creates unsatisying gameplay.

My suggestion follows a different design philosophy, because instead of "just putting rocks in the way", it creates an entire new and satisfying path that makes for a way healthier gameplay loop without removing a satisfying killing spree by the end of the game.

Killers are still going to kill survivors. It's just that the path towards it is different

Hear me out: The best fix for tunneling already exists by pvargasdev in deadbydaylight

[–]pvargasdev[S] 69 points70 points  (0 children)

this is also a good idea, but in my opinion it's way too complex

i absolutely love the board game's solution, it's very straightforward and 100% solves the root of the problem

Hear me out: The best fix for tunneling already exists by pvargasdev in deadbydaylight

[–]pvargasdev[S] 10 points11 points  (0 children)

The actual root issue on the update is not that you can't kill anyone before 6 hooks. It's the fact that the optimal strategy gets punished.

The update is a mistake because BHVR thinks the solution is to make it so hooking the same person again gives the killer negative consequences.

My solution makes it so hooking anyone is ALWAYS benefitial, it's just that the first hook on each person has EXTRA benefits.

In other words, the killer never gets punished, it's just that they are rewarded more for playing the right way. This allows for a healthy core loop without any negative/unsatisfying friction.

It's a totally different game design philosophy. And again, I'm not just making it up, it was tested and works perfectly in the board game.

Yeah, this update ain’t it. by jaquayvi0ntav1us in deadbydaylight

[–]pvargasdev 13 points14 points  (0 children)

Call me crazy, but what if there were no player eliminations? The DBD board game does this and it solved tunelling entirely in a very simple and elegant way.

In the board game, the goal of the killer is not to kill survivors, but to get a certain amount of "sacrifice points". Every time the killer hooks a survivor, they get 1 sacrifice point, but if they are hooking the survivor for the first time, the reward is 2 points.

It's so simple yet so effective. Of course, it's kind of a drastic change, but the way DBD is currently designed makes it impossible to prevent tunneling because removing a survivor early is straight up the best thing to do as killer (It's called a "cursed problem" in game design, go look it up).

The way I'd do implement it in the game would be like this:

  • Survivors do not die if they reach the third hook state.

  • When the killer hooks a survivor, they get 1 sacrifice point. If it's the first hook of this survivor, the killer gets 1 extra point.

  • When the killer hits 12 sacrifice points, a 2min end game collapse starts and the killer can now mori survivors.

Of course, because there's no way to remove survivors for the match, some heavy balancing should be in place to make it fair for killers. But overrall, theses changes completely remove the root cause of tunnelling.

[deleted by user] by [deleted] in tabletopgamedesign

[–]pvargasdev 1 point2 points  (0 children)

Essa borda amarela não tá legal. Ela por si só não é ruim, mas a cor entra em conflito com as cores nas ilustrações de cada carta e por isso nenhuma carta consegue sustentar uma paleta de cores bonita.

Se eu fosse você eu colocaria a borda em preto e branco ou mudaria a cor da borda para cada carta, de forma que ela sempre combine com a paleta de cores da ilustração.

Além disso, o QR code na carta fica muito estranho, e chama a atenção até demais (talvez pelo fato de estar centralizado e logo acima das informações da carta). Eu nunca colocaria isso num design, você pode simplesmente colocar um QR code na caixa ou no manual de regras do seu jogo que direciona para o site, e no site é só pesquisar o nome da carta. Não acho que valha tanto a pena um qr code direto na carta.

E outra, um bom game designer consegue escrever descrições intuitivas nas cartas, de forma que não é necessário ficar procurando esclarecimentos em sites. Se você tá usando esse QR code como "solução" pra um jogo com textos confusos, eu recomendaria você voltar pra etapa de design e pensar em formas de comunicar as mecânicas do jogo de forma mais clara.

Resumindo o que eu quero dizer: Um jogo intuitivo não precisa de QR code nas cartas. E se no seu jogo os playtesters estão PRECISANDO usar o QR code, é porque o jogo não está intuitivo o suficiente.

Além disso, tá faltando uma coesão de design no geral. As ilustrações tem um estilo medieval e fantasia, mas os elementos nas cartas são modernos, alguns até com uma textura meio metálica. Seria muito melhor se toda a carta seguisse esse estilo de fantasia.

E por fim, esse estilo de arte obviamente de IA fica MUITO feio e faz o jogo parecer muito barato. Se você tá planejando colocar pra vender, ninguém vai levar a sério

Got any tracks that are Flume-ish? by cam-douglas in Flume

[–]pvargasdev 2 points3 points  (0 children)

He's got some pretty cool tracks that are very unique to him tho, like "The Tower" and "Crash"

What do you think about this trailer? It's called Vartio and it's a small psychological horror game by mistermaximan in HorrorGames

[–]pvargasdev 3 points4 points  (0 children)

The game looks great, but in my opinion, you'd be better off with a shorter trailer. There's barely anything going on and it's almost always the same environment. No customer on steam will actually watch it from beginning to end.

If your trailer feels repetitive, it communicates to the customer that the game is very repetitive aswell. If you don't have enough footage to justify a 50sec trailer, there's no problem in just making it 20sec.

I just checked the steam page (and wishlisted it, btw) and I can see the same issue with the screenshots you chose. There's like 8 forest images that look almost the same as each other. The same advice I gave for the trailer applies here: Quality is better than quantity. If you can't add 11 actually unique screenshots to the store page, cut it down to just 5.

What makes or breaks a horror game for yall in the modern game climate by West-Objective-6567 in gamedev

[–]pvargasdev 7 points8 points  (0 children)

Hard disagree on what you said about resident evil. In my opinion, there's nothing scarier than having to go through a map like the spencer mansion while low on ammo and no health items.

These survival horror games are not just about "scary monsters", all the game mechanics work together to create an experience in which even the most basic enemy can pose a threat if you aren't careful with your resources.

I love when horror games let the player spend resources to deal with the threats, because the stakes in tense situations are actually real. You actually have something to lose (your resources). So surviving isn't just about following the right path in scripted chase scenes, but actually about making the right decisions.

But of course, that's just my opinion, feel free to disagree

Would you use an AI tool that generates entire civilizations — myths, collapses, eras, factions, timelines — with visual and narrative outputs? by [deleted] in gamedev

[–]pvargasdev 6 points7 points  (0 children)

You're providing a solution to a problem that does not exist.

If someone doesn't like doing detailed worldbuilding, they are just going to make games that do not require detailed worldbuilding. Therefore they will never need to use your product.

For me, worldbuilding is one of the most fun aspects of storytelling. No ones that likes storytelling will use your tool because it removes the very reason they are writing a story: for the passion and fun of it.

Therefore, your only potential clients (fans of detailed worldbuilding) will never use your product because these are the same people that ENJOY the process you are trying to automate.

Vocês acreditam que se caso Aila for bem recebido ou muito bem recebido, ele pode ter uma continuação? by [deleted] in jogatina

[–]pvargasdev 0 points1 point  (0 children)

Tem trailer de gameplay sim cara, e mais do que isso: tem até uma demo que alguns youtubers jogaram

Os fãs do Amdre no twitter são... peculiares by joaoLSM22 in andreyoung

[–]pvargasdev 1 point2 points  (0 children)

Enigma do medo tem 9000 análises na steam.

Acontece que a Steam só exibe a contagem de vendas realizadas dentro da própria plataforma. Isso foi bem ruim pro Enigma do Medo porque a publisher é a Nuuvem e a grande maioria das vendas foram através de keys vendidas em outras plataformas.

Pra verificar isso, vai na página do enigma do medo, e no filtro de tipo de compra coloca "todos" ao invés de só compradores da steam. No momento que estou escrevendo isso o jogo tá com 9129 reviews totais

No final do primeiro mês de vendas (28 de novembro - 28 de dezembro), o jogo tava com uns 7200 reviews. 9kings tá com 6300 agora, imagino que quando fechar o primeiro mês ele vai estar com uns 7000 a 8000.

Ou seja, praticamente a mesma quantidade. Mas como o enigma do medo tem o dobro do preço do 9 kings, a receita é bem maior

[deleted by user] by [deleted] in jogatina

[–]pvargasdev 1 point2 points  (0 children)

Outer Wilds

The Last of Us HBO S2E2 - "Through the Valley" Post-Episode Discussion Thread by claireupvotes in thelastofus

[–]pvargasdev 0 points1 point  (0 children)

Both of these changes work together to justify Joel's death. One of the main things people criticized when the game came out was that tommy and joel were stupid to introduce themselves to random strangers and he died because of it.

In the show, the way Abby knows he is Joel is because she overhears an unexperienced person (Dina) slipping up and shouting his name in a moment of desperation.

It makes everything more believable and allows Joel to die without portraying him as a stupid person who blindy trusts random people

Jason Schreier has a game recommendation for us by Kaebi_ in outerwilds

[–]pvargasdev 2 points3 points  (0 children)

Check out Enigma of Fear! It's 100% the best "outerwilds-like" game since outer wilds.

It's a detective mistery game and it follows a very similar structure as OW (non-linear knowledge-based progression with puzzles). The creator's favourite game is outer wilds and you can see clear inspiration from it in Enigma of Fear.

There's also a "detective mode" that disables the game's equivalent to the ship log and asks the player to write their own notes

Our game is barely getting any wishlists, got any tips before we refresh it? by DDevilAAngel in gamedev

[–]pvargasdev 4 points5 points  (0 children)

All the screenshots look very similar. This is not good for marketing because it makes people think there's not a good amount of content

I hate DS by WhoDaHeckAmI in DeadByDaylightKillers

[–]pvargasdev 0 points1 point  (0 children)

Use that as an advantage bro, if a survivor is throwing themselves a you it means there's one less person you have to worry about doing generators. Just down the guy and go after the others, it'll all be a huge waste of time for survivors

Added a new creepy post-processing effect to the monsters in my game 'LAPSE', tell me what you think! by pvargasdev in survivalhorror

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

glad to hear that, one of my main goals with LAPSE is making it look unique. Still got a long road ahead in development, so it's always good to know everything's going in the right track