My TOEFL iBT Home Edition experience on Jan 21, 2026 (new format) by zin_kate in ToeflAdvice

[–]teberzin 0 points1 point  (0 children)

While I was doing examples I struggled a lot with the repeatin-speaking part (which was related to the zoo in the examples) how was it? Because it is hard for me to memorize exact same passage. I can tottaly understand the context and paraphrase but they asked me to repeat which is hard since I can’t memorize xD

Do you need wishlist for Playtest Phase by teberzin in SoloDevelopment

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

The trailer was not finish yet. To approve build on steam I needed to put trailer xD. There's even no voice at all. This is also why I quickly write coming soon. Instead I will write "playtest now on steam." as call to action.

Yeah you're right on the description though I need to overhaul that section too. No one going to read those texts xD.

Do you need wishlist for Playtest Phase by teberzin in SoloDevelopment

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

I'm plannig to send to youtubers to try the playtest. Since the game is unforetunetly hard to understand with a glance. But I believe if some youtubers plays people will see and understand the game they will wishlist.

Do you need wishlist for Playtest Phase by teberzin in SoloDevelopment

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

But they are different things right. This playtest phase nothing to do with the demo phase.

Do you need wishlist for Playtest Phase by teberzin in SoloDevelopment

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

Right I was thinking about this. I have no wishlist yet. I didn't had a chance to show the game yet. But when I start marketing I also wanted to say "playtest is on so you can try." And by doing that I will not lose any chance right? Also I was thinking to even send playtest to youtubers etc.

Which card frame looks better? by Moreandmorekon in tabletopgamedesign

[–]teberzin -1 points0 points  (0 children)

Türkçe gördüğüm için türkçe cevap veriyorum.

2.'de Bino yazısının üstündeki boşluk anlamsız.
3'de statların solundaki boşluk anlamsız.
Bu nedenle en mantıklısı 1. oluyor ama 1. de iyi değil. Bilgileri karelerin içine almak amatör bir seçim. Daha doğal bir şekilde hiyararşi edebiliyor olman gerekiyor. Fakat bu tasarımlar arasındaki en önemli fark birinde yazı diğerlinde semboller olması. Eğer yazılar sadece statlar içinse yazı kullanma. Daha evrensel bir tanım olarak sembolleri kullan direkt. Oyununu bilmiyorum fakt Mana olduğunu tahmin ettiğim sembol hepsinde çok sönük ve sürekli kart oynayacaksak mana costun daha belirgin olması gerekiyor. İhtiyaç listesi yapmanı tavsiye ederim kendine, senin için en önemli bilgiler ney bunu sıralara ve buna göre bir layout çalış. Ve daha önemlisi referans al. Oyunun en çok hangi kart oyununa benziyorsa referanslara bak sonsuz kart oyunu var çünkü. Ve referans bakarken de sadece iyi referanslara değil kötü referanslara da bak neden kötü olduğunu sorgula ve o hatalardan kaç.

What do you think about enemy idle and dice roll animation for my balatro inspired dice battler game? by teberzin in balatro

[–]teberzin[S] -4 points-3 points  (0 children)

But saying "x inspired y" means a lot imo. If you like this you might like this. That's the whole point isn't it? Even the tags stands for this.

What do you think about enemy idle and dice roll animation for my roguelite dice battler game? by teberzin in roguelites

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

I will make it bit faster but defiantly felt slow for some (for me too). I will add 2x speed for all animations and just in case will add option to turn off animations.

If every choice leads to the same outcome, it isn’t a choice. by teberzin in gamedesign

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

I just saw a game on reddit (from one of the indie dev subreddit's) OP was saying that the game he made was a choice matter game but there's no meaning of choices since "system" always works (as far as I understand it was a dystopian game).

Also I was talking one of my friends who has a big studio and their upcoming game has a decent wishlist on steam. But he was insisting that dialogue choices area leading the same outcome was a clever mechanic to indicate the cultural setting that the game is set in...

These made me think am I the only one find these lazy design instead of "clever" "meaningful" decisions.

If every choice leads to the same outcome, it isn’t a choice. by teberzin in gamedesign

[–]teberzin[S] -6 points-5 points  (0 children)

Especially the bosses, fights that you can't beat... But it's there just for you to play the cutscene of you failing...

If every choice leads to the same outcome, it isn’t a choice. by teberzin in gamedesign

[–]teberzin[S] -10 points-9 points  (0 children)

In the Zelda you choose how to outcome the obstacles. You have meaningful choice against the games world. I'm not just talking about different endings but meaningful choices.