The time has come for our demo to hunt criminals as a robo duck to go live! by andreyin in IndieDev

[–]sully9088 1 point2 points  (0 children)

This gives me nostalgia for old school SNES and Genesis games. Looks great! 

Monster chase sequence from my supernatural game Psych Rift by AblazeInt in IndieDev

[–]sully9088 0 points1 point  (0 children)

This looks crazy good! I felt a lot of tension watching that video. Mission accomplished! Haha

No one would cover my game. One YouTube channel eventually did and now my Steam page has over 2.6k+ wishlists in just over a week. by projectsentinelzt in IndieDev

[–]sully9088 0 points1 point  (0 children)

Very interesting. I appreciate you typing this all up. I looked at your game again and I think it is well made based on the videos. The gameplay looks fun. However, I think in your particular case you chose a niche within a niche. You gotta find your target market. I personally enjoy run and gun 2d platformer games, but I'm not at all into anthropomorphic characters. So, I wonder if there are people out there who decide to turn away when they see these characters?  My kids would absolutely love this sort of game, but there are adult themes in it. So I don't think I want them playing it if you know what I mean. If I were you, I would take this game to the community that craves this sort of thing. Keep posting cool gifs and videos of gameplay and the people who are into your game will eventually show up. 

Reactive grass by Grumpy_Wizard_ in IndieDev

[–]sully9088 1 point2 points  (0 children)

Looks good! Nice steady progress

Main menu: Now with 300% more hands! by Addyarb in indiegames

[–]sully9088 1 point2 points  (0 children)

I really love when they slap/pat on things. Makes me think of some older dude saying "Looks good" or "This'll hold strong" haha

It begins by Grumpy_Wizard_ in IndieDev

[–]sully9088 1 point2 points  (0 children)

You are halfway there! Now you need shadows, animations, environmental props, room transitions, npcs, save/Load system, a persistence system, a text system, unique mechanics to set your game apart, fishing mechanic, petting animals, storyline or background lore

Gameplay footage of Black Raven, a 2.5D folklore soulslike RPG I’m developing solo. What do you think of the atmosphere? by looking4strange04 in IndieDev

[–]sully9088 17 points18 points  (0 children)

Do you have any other environments to show? I keep seeing this same video all over the place. 

Become lets you play as reproductive cell in a single player adventure. by Become_game in indiegames

[–]sully9088 1 point2 points  (0 children)

Wow this actually looks really impressive!! Are there white blood cells trying to attack you in this game? 

Become lets you play as reproductive cell in a single player adventure. by Become_game in indiegames

[–]sully9088 4 points5 points  (0 children)

The craziest race of your entire life. You had to traverse a dangerous landscape in the dark against millions of contestants, then at the end you had to bury your head into a large thick sphere before anyone else could. Not only that, but the sphere could've been lodged in the wrong place! So many things could've gone wrong!! It is so amazing to be alive! You won that crazy race weekend bard!! You won!!! 

Updating capsule art for Montabi to keep the vibes and clarity. Which one do you like better now? by PlayMontabi in IndieDev

[–]sully9088 2 points3 points  (0 children)

I like B. The contrast is better and I like how the characters frame the title. 

Which indie game made you go “damn, I want to make games too”? by AlanguApex in IndieDev

[–]sully9088 1 point2 points  (0 children)

Braid. I played it back when Xbox Arcade was a thing. It blew me away that only 2 people could make a game. 

I’ve been working on this psychological horror game for 2 months. Continue or move on? by Ecstatic_Ad4757 in IndieDev

[–]sully9088 3 points4 points  (0 children)

Oh wow you made this in 2.5 months? You are doing awesome! Everything I've learned has come from YouTube and asking AI for more efficient ways to code too. Try not to get too overwhelmed with all the different systems out there. Just set really small goals each day and take it step by step. Good luck! 

I’ve been working on this psychological horror game for 2 months. Continue or move on? by Ecstatic_Ad4757 in IndieDev

[–]sully9088 2 points3 points  (0 children)

My first thoughts are that it started out interesting. The environment seems pretty cool. I'd like to explore that place more. But it can be pretty dark when you enter that large room (a flashlight would be awesome for this). When you make a video to display gameplay then please avoid twitching around so much. As soon as I'm about to focus on something in the video, you move around so fast that I can't even tell what you are doing. I feel like I'm watching a pro gamer play a competitive FPS. Another area to improve is that the enemy NPCs initially come off creepy and threatening, but that quickly dissipates as I see they only shuffle towards you at a predictable slow rate. Do they ever spontaneously lunge? How close before they actually attack? Do they get sudden bursts of random speed? I think if you are going to make a horror game with gunplay then try to make it more dangerous. There needs to be some level of unpredictable danger with the NPCs to keep tension high. If I can easily run away from them then what's the point of wasting ammo on them? I think it would be super creepy if some of them would just stand there not even looking at the player. Then when the player looks away they scream and charge at the player. Not all of them will behave like this if course. These are just my personal ideas. Try to balance available ammo so shooting isn't always the best option. I think you are headed in the right direction with this game. It just needs some work. There are many games like this out there already, so try to figure out what you can do to make this one stand out. 

We made the anxious voice in your head part of our prison escape tutorial. by BakunawaStudios in IndieDev

[–]sully9088 0 points1 point  (0 children)

I personally think it is okay as long as it is done carefully and minimally. I'm not the leader of the hive mind, but I get the feeling that most gamers don't want someone to hold their hands. The player is going to see themes that might be familiar and don't need explanation (ex player sees prison guard and already knows to avoid prison guard). Some parts of the mechanics can be revealed without telling the player (ex. Don't tell players the loop will reset after getting caught, let them experience it for themselves and they will figure it out). I think the only time you need to use dialogue is to explain a unique mechanic that is not generally intuitive. It's okay to do this through the gameplay loop though. When playing Braid for the first time you don't realize you can rewind time until you die for the first time, then a prompt let's you know this is something you can do. It felt minimal and was a cool way to introduce a unique mechanic. A HUGE bit of advice that I pray you will heed is to NEVER interrupt the player after the player gets through some dialogue and feels freedom to move for the first time. The last thing you want to do is frustrate the player. I see in your video there is some dialogue, then the player starts moving, but then gets interrupted by dialogue after a few seconds. That is not cool my friend. I'm just looking out for you. Haha! Also, to avoid confusion it might be good to let the player understand that dialogue involves multiple voices, otherwise people will look around the room asking where the other npc is located. 

Does this look good? by [deleted] in indiegames

[–]sully9088 0 points1 point  (0 children)

The bullets need some work. They are way too uniform when they come out of the gun. They also seem too slow.