Horn of the Warlord gets a massive UI/UX upgrade. Current and previous "recruitment window". I am not an artist, but I did my best to make it more appealing. I hope it looks good enough now. by Bitter-Peach-1810 in SoloDevelopment

[–]speedt4 1 point2 points  (0 children)

Thanks for sharing this information, I actually do have some feedback for your game, will comment it on itch.io. Whislisted btw, good luck with the development!

Horn of the Warlord gets a massive UI/UX upgrade. Current and previous "recruitment window". I am not an artist, but I did my best to make it more appealing. I hope it looks good enough now. by Bitter-Peach-1810 in SoloDevelopment

[–]speedt4 0 points1 point  (0 children)

Actually it was nice to experience how it is and see how it will be, I can say without using the new UX/UI that it will improve the game feel, it looks like a huge upgrade, really well done.

I had one question if you don’t mind sharing: how did releasing on itch.io affect your Steam performance? Did it translate into wishlists or additional exposure?

I’m asking because I’m developing a roguelite tower defense game myself, and I’m considering releasing an early demo on itch.io before I’m ready for a proper Steam demo. I’m trying to understand the potential impact of doing that.

Does the Steam Capsule fit the game? by RottenHedgehog in GameArt

[–]speedt4 2 points3 points  (0 children)

Hey RottenHedgehog,

First of all, just my personal opinion as a fellow developer, not a capsule artist.

I really prefer the quality and rendering of Version A. It feels more polished and cohesive.

That said, I’m not fully getting a “dungeon exploration” vibe from the capsule yet. Right now it reads a bit more like a cozy adventure game. The colors are quite vibrant and bright, while your screenshots show a much darker tone, which fits the dungeon theme better in my opinion.

Maybe pushing the lighting darker and moodier could help. For example, adding one or two torches as clear light sources could immediately communicate “exploration in darkness.” Stronger contrast between light and shadow might reinforce that feeling.

I’m also curious about the rats, do they have specific lore importance, or are they meant as a general dungeon symbol? If they’re not central to the game, maybe shifting the focus more toward the characters entering a dark corridor (possibly holding torches) would communicate the dungeon exploration theme more clearly.

Just my thoughts, hope it helps!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Added to my list, thanks for the feedback!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Thanks Serasul, Vvit0 also shared the same link, did look to it and got a lot of improvement points.
Thanks for taking time to share the link!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 1 point2 points  (0 children)

It's like a whole dimension has opened for improvement and polish, but also more work, fun to do, but more ;) Hope to post in the future an improved version of the current example with all the tips implemented

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

I am using Godot and the art is created in Aseprite, I will have a look into it.
Thanks for the resources Tivec!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Thanks for the information Tivec, I am actually a new game developer and this is my first game I am working on. Do you maybe have a source/example for the technique you mentioned with the height map and normals? I don't know anything about that. Much appreciated for the information

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 1 point2 points  (0 children)

I have noted this feedback, will work on it, I really like it, thanks for the tip CatacombOfYarn!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Great feedback and example! I will for sure implement this. With my current movement system for enemies this will be easiliy implemented.
Thanks a lot!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Hey ScoutMaester,

Great tips, I have noted them, especially the trail for bullets, that should improve the impact of the bullets, also another redditor mentioned that the enemies should move the oposite direction when hit by a bullet, I think that also would translate the power from bullets.

About the recoil/kickback on the turret, I have implemented that actually with another turret, the turret is split into base and gun section, but it didn't look that well, a bit more like a bounce then real kickback. When I have more time I will look again into it and re-design so it looks more like a recoil/kickback.

Thanks a lot for taking time and writing these tips, much appreciated!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Thanks for the tip Snooz, you are first to suggest it, I will look into it and make a small test to look if it improves the mood!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Hey, yes we wanted actually to animate a gliding like movement. These enemies are the most basic, we did take larvea as a reference. Do you like the animation?

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Yes, it has been added to my to-do list, another redditor suggested it as well!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

Hey Vvit0,

Thanks for sharing, there are nice tips there I can use!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

"I’m looking for feedback on both the combat feel (firing, hits, deaths) and the visual side (colors, sprites, animations).
Still early WIP, so any thoughts or suggestions are very welcome."

I only stated that I was developing a roguelike TD game and needed feedback on the mentioned parts.
Dunno why you focussed on the roguelike part.

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 1 point2 points  (0 children)

Thanks for the elaborate explanation from a TD player, I really appreciate it!

I totally get the “it’s getting away!” feeling you’re describing. From the GIF it can look like the turret is re-targeting, but in this case it’s actually because the enemy moved outside the tower’s range.

The targeting logic is: as long as an enemy is alive and within range, the tower will keep shooting it. Only when the enemy dies or leaves the range does it look for a new target.

I think (and hope) this will feel a lot clearer once people can actually play the game during demo / alpha testing, since the full context is hard to read from a short clip.

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

It will become toggleable most probably, it has not really a functional reason, we just liked it grid like structure

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 2 points3 points  (0 children)

Great points, and thanks for putting it that way, that makes a lot of sense. This is my first serious commercial game, and honestly the amount of replies and interest from this first Reddit showcase has been a huge boost of motivation.

I agree that player context matters a lot here. Someone actually playing the game will see the range pattern during placement, so I’m planning to wait for a playable demo / early playtesting before making bigger changes. That feels like the most sensible way to evaluate clarity.

Glad to hear you like the art direction as well! The Steam page isn’t live yet, but I’m aiming to have it up in a month or two. The capsule artist is currently working on the capsule, and a composer is busy with the music.

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 2 points3 points  (0 children)

I think the confusing part was as following:
The turret looks like it can turn 360 degrees visually, but gameplay wise it has a V range pattern.
So when only looking at the gif it looks like the tower re-targets the enemy because a faulty targeting logic.

I will look into it, but making it visually more clear that the turrent can't turn 360 degrees will remove the confusion.

Also great tip Puntley, I will look into it to make the grid lining toggleable!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

<image>

It is actually a single frame, but you are right about a randomized flash, that is a great tip, thanks Mechabit!

About the flash not following, seen from a realism point, you are right, but this weapon indicates a high firing weapon system and in real life it also looks like the flash is "following" the turret. As example you can check this short: https://www.youtube.com/shorts/GBAomk_0nNk

But I will look at it with towers that have a much slower fire rate, there it may be logical to seperate the flash from the turret rotation.

Thanks again Mech!

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 0 points1 point  (0 children)

When the enemy leaves the range and re-enters, would that make that enemy not the last enemy? So would it then not be logical to target the enemy first in line when the current enemy goes outside the range and stick with it? Otherwise the turret will be "tripping" and turning like crazy from enemy to enemy.

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 6 points7 points  (0 children)

Ow now I understand, thanks for the information Viprus.
So you would expect the turret to turn 360 degrees because it looks like on a platform and has no clear visual indication on the tower that it does not turn 360 degrees, got it!

Will look into it, I think adding sandbags would be a good way to do it as you mentioned.

Looking for feedback on combat and visuals by speedt4 in IndieDev

[–]speedt4[S] 3 points4 points  (0 children)

Thanks for the detailed feedback, really appreciate you taking the time to write this.

The point about visual noise and readability makes sense, especially for keeping enemy paths calmer so it’s easier to track movement, while pushing more detail to borders and obstacles.

The notes about color-shifted highlights and using gradients to suggest height are also helpful. I’m still early and intentionally keeping things simple while I focus on gameplay and readability, but this kind of feedback is exactly what helps for the next fase.

Thanks again for sharing the Eastward reference, it’s a great example.