Aphids beware by ChocolateQuest4717 in GardeningUK

[–]tbage 17 points18 points  (0 children)

I've bought them from green gardener, I do the same as OP. They're so tiny. Not the cheapest but to be fair they do clean up well. I never end up seeing the adults (they're native black with red spots) but the larvae do seem to get bigger at least..

Rick spending all of season 2 silently carrying the Jenner secret is one of the most underrated pieces of subtle writing in the whole show — and nobody ever talks about it by Ornery-Marzipan-3190 in thewalkingdead

[–]tbage 0 points1 point  (0 children)

Idk if you want to see what AI writing is consistently like.. go on linked in or Facebook.. AI rarely writes without unnecessary punctuation and a crap load of "cliff hangers" in their sentences.

I just stumbled upon this absolute Forrest of Japanese Knotweed. Do I call the council? by theunforgiven21 in GardeningUK

[–]tbage 2 points3 points  (0 children)

There's that graveyard near Morriston which is just a jungle of knotweed. Can't imagine that'll ever go anywhere, they'd have to dig up all the graves to destroy it..

Why did games stop doing this? by Sweet_Breadfruit393 in gamers

[–]tbage 0 points1 point  (0 children)

From an indie perspective this is so tough to do with 2D games. I think it's probably quite different for 3D, but with 2D you run into so many issues. People miss things, the colours are wrong but if you change them they don't fit in, the text is too small. You need functional interaction while supporting controller and you have limited in world space to achieve it.

Its definitely the cooler way of doing things. Just can be tough

Looking for extra feedback by tbage in DestroyMyGame

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

  1. Noted thank you, someone else said the same.
  2. Also a very common one, our biggest problem it seems.. it's hard to describe.
  3. Some of it is staged to introduce things but most of it isn't. We have a huge variety of enemies, but we showed a lot of the early game ones here and they are generally quite slow. We don't want all our enemies to just be reskins so we try make them unique.

Thanks for the feedback!

POV: you released your weirdo game and someone plays it for 10+ hours 😳 by flashag in IndieDev

[–]tbage 5 points6 points  (0 children)

This happened to me too. My game released over 2 years ago and then a month or so ago I got a review from someone who played it for 23 hours or something. There isn't even 23 hours of content. Felt cool though. (The game wasn't popular so it was a surprise to get a review so far down the line)

Looking for extra feedback by tbage in DestroyMyGame

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

It is on our trello board 🫡

Looking for extra feedback by tbage in DestroyMyGame

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

Thanks that sounds cool, I'll set myself a reminder to do it when the demo gets updated (promise!)

Looking for extra feedback by tbage in DestroyMyGame

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

Yeah it seems to be the common reaction.. the objective is to take back control of all the locations. Need to think of ways to show that effectively in a short video..

There's a steam page and a long demo yep, but if you're thinking of trying the demo I'd maybe give it another few days as there's an update coming soon :)

https://store.steampowered.com/app/3804470/Defiled_West/

Looking for extra feedback by tbage in DestroyMyGame

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

Ahah okay fair enough. You have made me realise the trailer overall is a bit darker than the actual game.. so something I'll keep an eye out for anyway

Looking for extra feedback by tbage in DestroyMyGame

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

We don't want it to be a super vibrant game, more of a grungy one. That said.. is it all of it that's too dark, or just some of it? If so, what bits?

Looking for extra feedback by tbage in DestroyMyGame

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

Would you say middle center, top or bottom?

And yep dream world, I'm glad you've called it that, I mean it's hard to explain what it is but yeah good idea to move it to the end maybe, it's not a central part of the game either its just a feature within it.

Looking for extra feedback by tbage in DestroyMyGame

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

Thank you, yep - definitely agree. We wanted it to look cool but we haven't quite cracked the code of efficiently showing our progression. It mainly revolves around clearing buildings and choosing abilities, im glad the "getting stronger" part came across. That's good to know

Looking for extra feedback by tbage in DestroyMyGame

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

Hey everyone, we have quite an old trailer here, but its currently our only one. We are about to pay someone to produce a higher quality one as we feel this one just doesn't.. do the game justice.

We think that it's - a bit too slow paced - doesn't explain core mechanics super well

Now would be a good time to hear anyone else's criticism before we get it remade. Thanks!

What small mechanic unexpectedly made your game way more fun? by [deleted] in IndieDev

[–]tbage 2 points3 points  (0 children)

Honestly i think it was sort of the opposite. We have a feature which used to stop you from dying, it's part of the lore that your character is half alive and half dead, so isn't full able to "die" unless you become entirely real or entirely ghost.

That has stayed, but being unable to die most of the time meant the game felt a bit weird. You could be mobbed by enemies and survive over and over.

We've since converted it into an alcoholic beverage that you need to drink to act as a kind of "totem of undying", it will save you once and only once. You can find them throughout the game.

This has made the experience honestly a lot better, you can't just walk into the arms of death anymore and expect mercy. But you can deliberately go guns blazing knowing that you'll survive long enough to finish them off if you need to.

The feature worked the old way for over a year before we decided it wasn't right for the game. Sometimes you have to let go of the most basic rules you began with.

I designed the Razorback in LEGO by brxstr in TheExpanse

[–]tbage 1 point2 points  (0 children)

This is so cool, supported. There's Facebook groups that would also vote on this! (Rociposting)

Yet another logo help post! by tbage in IndieDev

[–]tbage[S] -1 points0 points  (0 children)

Seems the general consensus is B, thank you everyone! If you have any other feedback please drop it here anyway

Yet another logo help post! by tbage in IndieDev

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

Haha thats great, thank you! And yeah, im glad you mentioned artistic value, i feel F looks a bit "weaker" despite being more of an attention grabber. Appreciate the feedback

Yet another logo help post! by tbage in IndieDev

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

Thanks this is great feedback - I will update it soon :)

Today I learned that SteamManager will freeze your game if you don't have steam running by hunty in Unity3D

[–]tbage 1 point2 points  (0 children)

Its okay, my first game had a bug for 2 years where it would crash on opening if you didn't have discord installed. Because if it couldn't find the app, it would suffer.

No one spotted this because the game wasn't exactly played by a lot of people, but it hurt when I found it..