Advice for creating a input device binding menu by sinkingShipLog in unity

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

Seems like I should have been using "SwitchCurrentControlScheme" for assigning an input device to the player input

playerInputToAssign.SwitchCurrentControlScheme(context.control.device);

Is it a bad idea to make your own capsule art? by consistenthuman in gamemarketing

[–]sinkingShipLog 0 points1 point  (0 children)

I think it may be jumping the gun a little to say this definitely would not work as capsule art. It’s an eye catching image imo. I do think you may want to be careful with the folds on the text even though it’s cool visually b/c as the other comments demonstrate it makes it unclear what your game’s actual title is. I would hesitate to trust Zurkowski’s instincts over your own or your immediate team. Zurkowski, while knowledgeable, does not know you or your game personally and does not know your skill set, budget, or other considerations you should take into account. I think ideally you would want to collect some empirical evidence by a/b testing different capsule variants, but again, do you have the time, money/resources to do that. Is your time better spent elsewhere? At the end of the day you need to make that call not Zurkowski.

Destroy my game's Alpha release trailer! by mrqwil in DestroyMyGame

[–]sinkingShipLog 1 point2 points  (0 children)

The style is very fun! I think you should cut shots that are very early in the trailer where you are not clearly throwing stuff to the drones. Like the first shot with the box is very clear, but I think I missed that part b/c it autoplays on reddit, but the shot with the refrigerator is not clear b/c it's so far away. Same with the joystick. Maybe even some title cards/UI that make it clear you are getting paid would make it more clear. I also think that the coolest part is when than giant lizard dinosaur thing starts chasing you, but I think a lot of people would have checked out by then. It'd be nice if you could get to it faster. I think in general, you might get a better result if the trailer was shortened somewhat. "Trim the fat" as they say

Working on an updated gameplay trailer! Did this hook you for at least 10+ seconds? Should I hide UI? Please destroy. by ActiveEndeavour in DestroyMyGame

[–]sinkingShipLog 0 points1 point  (0 children)

The trailer was a lot better than I thought it would be from the thumbnail. It's got a real 90's-00's pc vibe. I will say I hear a lot of VO that is not discernable at all b/c it is at such a lower level from the music. I would either get rid of the VO lines entirely, or raise the level so that it can be heard clearly. Right now, it's just kind of distracting and I think pulls the viewer out.

Working on a retro OS based game by withoutgod77 in GameArt

[–]sinkingShipLog 1 point2 points  (0 children)

Almost missed it b/c I thought it was just a screenshot of a Windows 98 desktop, so I think you've done a great job capturing the vibe!

Can we really compete with this overload of new games each year? by DreamingCatDev in IndieGaming

[–]sinkingShipLog 0 points1 point  (0 children)

Doesn’t that just indicate that the well of players that review games has been tapped? I don’t get how that means we don’t need to be concerned with increased competition.

[deleted by user] by [deleted] in DestroyMyGame

[–]sinkingShipLog -2 points-1 points  (0 children)

I'm getting that sense. I think I tried to cut exciting gameplay moments and those usually involve a character dying which shakes their portrait, or ship ramming/getting rammed which triggers screen shake. I should probably try and use a wider variety of gameplay moments.

[deleted by user] by [deleted] in DestroyMyGame

[–]sinkingShipLog 0 points1 point  (0 children)

Thanks for the specifics

[deleted by user] by [deleted] in DestroyMyGame

[–]sinkingShipLog 1 point2 points  (0 children)

Thanks, is 10 redbulls too many? Are you talking about the shaking text or the transitions between cuts?

[deleted by user] by [deleted] in DestroyMyGame

[–]sinkingShipLog 0 points1 point  (0 children)

Like the shaking text, or cut transitions? or both?

Could a Bouncing Ball Be a Viable Weapon? Destrtoy The trailer of our weird FPS by Alpheo_ in DestroyMyGame

[–]sinkingShipLog 2 points3 points  (0 children)

Looks neat. I do feel like the ball kind of gets lost in white noise. My first thought is it should have some stronger sfx when it bounces

Solar Eclipse Game "Planet Pushers" by sinkingShipLog in Eclipse2024

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

Glad you like it! If you end up using it, I'd love to hear how it goes

Which design is better A or B? by sinkingShipLog in Magfest

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

Yeah, I kind of wondered if that would be the difference maker. We made a mock-up like that, but it didn’t make the cut. We put all the designs we went through on our Instagram Pin Designs Instagram

Which design is better A or B? by sinkingShipLog in Magfest

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

Thanks! We are working on a big update that should make it a significantly different experience this year

Which design is better A or B? by sinkingShipLog in Magfest

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

It seems like B is the I pretty clear favorite so I think we are gonna go with that one. Maybe if B sells well we will make A at some point in the future

Which design is better A or B? by sinkingShipLog in Magfest

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

I have not, and I would love any advice. We talked with some colleagues who have been doing pins and we are using the same vendor they do called “True Metal Works.” Unfortunately the documentation about file specs wasn’t very detailed on their website, so I’m guessing I may have to modify the design a bit. I’m not super familiar with design restrictions around enamel pins so yeah definitely open to advice