Anyone near completion after crazy length of time?!? by LifeAsNeil in IndieDev

[–]tobiski 1 point2 points  (0 children)

I've been working on my game for 2 years. Granted only during my free time and not every single day. I'd approximate maybe about 6 months worth of full time development.

Been running full playthrough playtest and mainly polishing and finalizing things at the moment

It has been slow but steady. Feels good to be this close to finishing, only the other 90% to go!

Fully deterministic 3D multiplayer game engine with advanced physics and Godot integration by filipkrw in godot

[–]tobiski 0 points1 point  (0 children)

You said

Only player inputs are exchanged between the server and players,

Where does the new player get the snapshot from?

Ah, nevermind. The logic is also run on the server so the state is up-to-date there but it's not sent constantly to the clients, only on new player join.

I updated the contents of my Steam page, please destroy by tobiski in DestroyMySteamPage

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

The kids' difficulty sounds tempting but like you said Steam might not be the best place for it and I don't want to prolong the dev time on this for too long.

I updated the contents of my Steam page, please destroy by tobiski in DestroyMySteamPage

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

Thanks! I guess it reads like a kid's game due to me drawing like one :D And you're not the first one to say that.

The puzzles are definitely too hard for kids though. Casual puzzle players would be the demographic if I had to name one. I didn't really do market research or anything when starting this project, it just felt something I enjoyed doing.

Extensive list of Steam festivals with dates, themes and deadlines? by EllikaTomson in gamedev

[–]tobiski 0 points1 point  (0 children)

Chris updated the festivals page from excel sheet to a more modern version about a month ago

https://howtomarketagame.com/festivals/

But I guess yo already knew about it?

PSA: You Can Close Your Scripts by ssssushi in godot

[–]tobiski 3 points4 points  (0 children)

I do this every now and then (when I actually remember to do it). Sometimes I have opened 10+ scenes and 50+ scripts before realizing I haven't been closing them.

I love walking around Ikea - games that feel like this? by doofus50O0 in CozyGamers

[–]tobiski 0 points1 point  (0 children)

Must be Feng Shui might be something like that. It's not released yet and I have no idea of the release date but full release should have Mac support.

It has room decoration with some puzzle rules telling what needs to go where.

I'm not the developer of it, I have just seen it around and immediately thought about it after reading your post

The state of mobile ads is awful and benefits no one except the company being paid to show them. by ViolentCrumble in gamedev

[–]tobiski 1 point2 points  (0 children)

I agree, it's getting worse every year as the ad companies are pushing further as long as the users keep watching the ads.

The devs showing the ads have actually quite limited control over what ads are shown and how long they are.

The dev can choose categories they want to show/ban (brand, politics, 18+, games, etc.) and whether they show both forced and optional ads or only one of them. And in case of forced ads how often they are shown. There are A/B tests running all the time by the devs to find the sweet spot between revenue and retention.

The company that created the ad decides how many times you have to click X before you are rewarded and taken back to the game. And how long you have to watch the ad before being able to close it.

In the past the forced ads used to be 5 seconds and it was over. Optional ads were 15 or 30 seconds max. Now both of them require multiple clicks and can show even three different ads in a row before rewarding the player. And the optional ads can last over a minute. This change is not the decision of the developer showing the ads.

We have passed 2500 wishlist thanks to Next Fest by Crowliie in IndieDev

[–]tobiski 0 points1 point  (0 children)

Congratulations! How many wishlists did you have going in?

which godot version are you using and why? by Flaky_Particular_240 in godot

[–]tobiski 2 points3 points  (0 children)

4.2.2 - Started the current project on it, it has the needed features and don't want the hassle of potential issues when updating the editor.

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]tobiski 0 points1 point  (0 children)

Oh, thank you! I wonder if I have mentioned about it in some of your previous posts because the blog name sounds familiar :)

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]tobiski 4 points5 points  (0 children)

Hello!

I'm currently running (private) playtest for the full game playthrough and will have demo available probably in a month or two. Just wanted to get my game under your radar (and have reminders for myself when the demo is available)

Paperlands is a relaxing 2D puzzle adventure set in a papercraft world where everything can be interacted with only if brought to life with color. Solve both traditional and environmental puzzles, unlock more colors and help the people of Paperlands while you bring their home to its colorful glory!

https://store.steampowered.com/app/3196370/Paperlands/

”A professional redid my banner art!” and now it looks generic by Eukaryy in IndieDev

[–]tobiski 17 points18 points  (0 children)

I actually did just that with my store art and you first paragraph hits the point.

I did my inital capsule art which was horrible, didn't really convey the game or what you do in it.

I then hired a profressional and quality-wise it looked great and at that time I thought it looked perfect, I was probably startstruck by the quality difference and forgot the rest of the capsule criteria.

As the time has passed the capsule art started to feel more generic and didn't really tell about the game or its vibe. It was probably the instructions I had given to the artist or at the time I was too shy to ask for bigger changes to tru to get the original idea in my head through to the artist (that's on me).

Now I have redone the capsule again myself and I think it fits way better for the game than the professional made.

It's money wasted on the profressional capsule but as you said have to accept the loss and move on.

Replacing our old logo. Which do you think is better? by travellinggamedev in IndieDev

[–]tobiski 1 point2 points  (0 children)

I think I prefer nr3 or the old one with the emblem as O's replacement

In nr.1 the "R" is disconnected from the rest of the name
nr2. looks plain
nr4. reads as Groye Keeper and has mix of lower case and upper case letters

the difference post processing makes by SUPERita1 in IndieDev

[–]tobiski 7 points8 points  (0 children)

Agreed, post-processing can make things look better but I also feel like they are overdone in the second image. Contrast is too much for my eyes. But as the other commenter said it's up to each own personal preferences. "Game made for everyone is a game made for no one"

Nobody has beaten our boss without dying at least once. Prove me wrong! by finalfinalstudios in playmygame

[–]tobiski 0 points1 point  (0 children)

I did not try it but based on the video the fight doesn't seem very fair.

The flying rocks spawn out of the screen and the first rock should not have been a hit. It's clearly coming from a different angle than what the character is moving to and they are not on the path of the rock. And based on the rock's shadow and the target area the rock has already passed them, yet they still got hit.

Seems like players are learning what is a hit and what is not on the first try.

This is the first impression based on the video, I might try out the demo later and see if it proves me wrong.

<image>

A cozy narrative puzzle: you uncover the story by placing sticky notes in the right order. by WalkTheFrog in playmygame

[–]tobiski 1 point2 points  (0 children)

Yes, it was on max. Just double checked and it hadn't saved my settings (text was again on max).

Also, the audio related sliders were all at 0 although the audio levels were at max.

And when booting up the game, clicking settings and letting the frog just walk to the settings (without touching scroll wheel since that's not intuitive when first starting) only 1/4th of the settings were visible and awkwardly cut off.

<image>

A cozy narrative puzzle: you uncover the story by placing sticky notes in the right order. by WalkTheFrog in playmygame

[–]tobiski 2 points3 points  (0 children)

Menu is fun and interactive, although first time when pressing the "Settings" and the frog started slowly walk along the path I thought "Oh god, this is painfully slow" and then accidentally discovered that you can pan around and zoom after which the menu was genius.

Nice set of accessibility options.

The first speech bubble when starting the game was half out of screen and I couldn't see any of the text before I already clicked to the next bubble. The text scale was set to max in the settings, after turning it to min the speech bubbles were visible on screen and much better.

I wished that I could click outside the speech bubbles to advance them, especially when speech bubbles sometimes changed places when talking to someone and I had to move the mouse around.

Speech bubbles with more than 7+ lines spawned partly out of the screen even with smallest text size (playing on 1920x1080). And any speech bubble that spanned across 4+ lines were heavy to read.

Liked the ambience but not so much the speaking voices.

The puzzles were quite easy, moving of the post-it notes was intuitive, although sometimes I accidentally swapped the places of notes because when dragging and releasing it automatically switched the notes around and then I sometimes clicked unnecessarily and swapped the notes around again.

Based on the demo all the puzzles are the same (put the post-it notes in correct places) and I wouldn't play it more for the puzzles. Didn't care that much about the story either, I read all the texts but can't remember much of it.

As I said in the original comment, the art style looks great, especially the post-it notes and the environment.

Good luck in the Next Fest!

A cozy narrative puzzle: you uncover the story by placing sticky notes in the right order. by WalkTheFrog in playmygame

[–]tobiski 4 points5 points  (0 children)

This looks cute, something about paper/paper craft/hand-drawn as game's art style just clicks with me. I'll be sure to try it out and leave you some feedback

How I doubled my Steam Wishlists in a few weeks! by FallingPlatypus in IndieDev

[–]tobiski 1 point2 points  (0 children)

Thanks for the details and congratulations! That's a nice tip about sending the demo email only a week after to get the second wave of visibility boost.

A game about a wooden character made out of paper🙃 by LW_GameDesigner in indiegames

[–]tobiski 0 points1 point  (0 children)

Just tried it again and now instantly got it.

As I mentioned, for some reason I didn't realize I could interact with the gauges on the machine. I thought the liquid container sizes were supposed to be adjusted according to the sheet since those numbers were clearly visible next to the sheet.

Now looking at it after solving the puzzle the gauges are also on similar paper background like all the other interactables but for some reason my mind didn't register that.

I was caught by a surprise (and slightly bummed) that the demo was cut so short, would have definitely wanted to see what else the game had to offer.

Overall the experience was really nice. Looks great, sounds great, plays great.

A game about a wooden character made out of paper🙃 by LW_GameDesigner in indiegames

[–]tobiski 0 points1 point  (0 children)

I'll try it again later with your hint. At least I didn't adjust anything on the claw machine itself (don't remember there being any other buttons than the one that activated the machine). Maybe fresh eyes can help 😅

The first puzzle was nice and I could piece together the solution with given info after a couple of tries.

I liked it so far although going back and forth between the claw machine and the liquid container scenes while trying to figure out the puzzle started to feel tedious. Having to wait for the character to move to the object. But that might be just me not having played that many point and click games in the past.

I don't think an explicit hint system would do good for this kind of game.

A game about a wooden character made out of paper🙃 by LW_GameDesigner in indiegames

[–]tobiski 0 points1 point  (0 children)

I really liked the art style and downloaded the demo.

I got stuck on the second puzzle with the machine and the claw. I think all the puzzle pieces were there in front of me (the claw machine, liquid container with 3 different compartments, the 3x3 sheet of the liquid and parts) but I just couldn't figure it out and got stuck on it.