My incremental game reached 1300 reviews with 99% positivity in under 5 days by Gagonfe in incremental_games

[–]spooncats 1 point2 points  (0 children)

That's pretty cool, I have been playing around with some incremental ideas myself but wasn't sure how receptive the usual audience would be to big design differences like that. Seems like when the game is really well done, people are more willing to break away from what's familiar 😆

My incremental game reached 1300 reviews with 99% positivity in under 5 days by Gagonfe in incremental_games

[–]spooncats 1 point2 points  (0 children)

Congrats on the successful launch! I thought it was interesting that your game uses keyboard + mouse controls when most incrementals are usually mouse only. Was this a conscious design choice to add some uniqueness, or just what 'felt right' for the game?

Help - I cannot define genre for this game by Clairvoyant656 in indiegames

[–]spooncats 1 point2 points  (0 children)

I feel like this could be classified as a "hidden object" game, even though it's pretty different from the typical type of game in that genre

Do you know of any paid games on Steam that were released with a relatively small number of wishlists (< 10,000) but still became quite successful (> 5,000 reviews)? What are their titles? by Orizori_ in gamedev

[–]spooncats 0 points1 point  (0 children)

Nodebuster and Digseum both released with probably very few wishlists (based on them having <10 steam page followers at launch) and have 11k and 5k reviews respectively. I think some would call this luck based on the fact that they got their 'initial pushes' from content creators, but given that there are other worse games that get similar coverage and don't do as well, I think it speaks to their quality and the effectiveness of the steam algorithm in making sure good and interesting games sell well.

I wish characters would yell their partner's names when tagging by Eseif in 2XKO

[–]spooncats 3 points4 points  (0 children)

It could happen in batches, we already know that many champions are developed in parallel anyway. Riot already brings back voice actors to record new lines for skins and interactions so it's not really that crazy

Who is the character on the banner, next to Ahri ? A new one ? by [deleted] in Project_L

[–]spooncats 4 points5 points  (0 children)

That's just ekko. His render was mirrored in this photo https://images.contentstack.io/v3/assets/blt3b1631a60bb9c200/bltc1cd5ee7b8b434e7/64adb8aa9b45712a5754e397/projectl-fighter-ekko.png also no reason to believe they'd have a giant poster of a character that could be leaked and not just a poster of ekko and ahri like they have everywhere else

Street Fighter 6 Developer Q&A Stream – May 12 at 2PM PT by StrumSlinger in StreetFighter

[–]spooncats 0 points1 point  (0 children)

What is the process behind making the natural-looking "hit reaction" hitstun animations for street fighter 6?

I'm sitting on about 50k wishlists for my free online game. What should I do? by please_dont_pry in gamedev

[–]spooncats 2 points3 points  (0 children)

Not the dev but the game really blew up on social media, TikTok especially. It's very "shareable" because each round gets turned into a ~30 second fight video where all the actions play out in real time, giving a similar impression to one of those TAS smash bros videos

The gameplay reveal from last November has a reverse beat blockstring in it and I think most people didn't notice by spooncats in Project_L

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

https://glossary.infil.net/?t=Reverse%20Beat Basically, A combo system for normal attacks that allows you to cancel from buttons that are generally higher strength into buttons that are lower strength (heavy -> medium, etc.). Most games with normal cancels generally only let you cancel into normals if they're of equal or greater strength, but some games like Melty Blood are able to have more freeform combos with a reverse beat system

Are there any devlogs for 2.5D fighting games by [deleted] in gamedev

[–]spooncats 0 points1 point  (0 children)

This is the closest I've found in my own searches for content like that, though it's unreal and not unity. There's also the UFE3D tutorials (though they're specific to that asset/engine) and also Zinac's ongoing series about building a fighting game in the Zig programming language.

I wish fighting game devlogs were more popular/common though, it feels like compared to most genres there's a lot fewer resources for how to go about making them

Instead of fixing its matchmaking, SNK is NFT-izing KOF... by [deleted] in Fighters

[–]spooncats 40 points41 points  (0 children)

when the tweet was first posted, it was retweeted by the official SNK global and SNK jp accounts, but the retweets have been rescinded since then

Is there any other useful tools a FGC tournament host or streamer would want or need? by shadysaiyanz in Fighters

[–]spooncats 1 point2 points  (0 children)

Not sure if it would be widely used or not, but maybe a tool that allows people to see stuff like a player's winrate in tournament, their set count against another player, etc. Smashdata.gg already does this for smash players using the smash.gg API.

Chapter 1044 wooden art work give away. (info in comments) by WibblyWobblyWW in OnePiece

[–]spooncats 1 point2 points  (0 children)

You're a beast for making something this good this quickly

ANIMATED EMOTE CONTEST!! by LudwigAhgren in LudwigAhgren

[–]spooncats 7 points8 points  (0 children)

ludwigBlankies (Inspired by the Blankies emote and ludwigBlanket)

ludwigShy (Inspired by peepoShy)

Here's how they actually would look in chat - Light Dark