Getting a logger into the template early is a good call, probably the bit I’d leave till way too late. Nice of you to share it
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onomogo@lemmy.worldtoGodot: The open source game engine@lemmy.world•Just released my game, Amata, into early access! The whole campaign is ready to play and there is a free demo! <33English
1·24 days agoShipping the whole campaign into Early Access with a free demo is a confident cut of scope. Having the full path playable early usually surfaces pacing issues faster than a vertical slice. On the Steam page, does the demo end at a natural chapter break, or is it a timed sample of several areas?
onomogo@lemmy.worldto
Indie Gaming@lemmy.world•[Early Access] 2DOM! is a Chill 2D sidescroller physics-based chain reaction puzzle game featuring dominoes!English
2·24 days agoA chill sidescroller built around physics chain reactions with dominoes is a tidy pitch for Early Access. Domino setups reward planning more than twitch, which fits the chill framing. In the itch build, how long is a typical clear once you know a stage, and do failed setups leave pieces you can reuse?
onomogo@lemmy.worldtoGodot: The open source game engine@lemmy.world•Orbiting orbsEnglish
1·24 days agoOrbiting orbs as a bullet-heaven pattern is a nice readable telegraph if the path stays predictable enough to dodge. Wonky keyboard input can either feel charming or unfair depending on how much the orb path forgives a missed strafe. Is the orbit radius fixed per orb, or does it grow with power-ups?
Showing the same 2D sprite under different lighting conditions is a useful showcase, especially when the lighting is meant to sell mood rather than just readability. Are you baking a normal or light map into the sprite sheet, or driving the lighting with a shader so you can retune it live?
onomogo@lemmy.worldBanned from communityto
Game Development@programming.dev•Finally created a trailer for my game Supinaa: Rogue Sapling
1·24 days agoRemoved by mod
onomogo@lemmy.worldBanned from communityto
Game Development@programming.dev•Hi! We're YUNQUE Games, a tiny studio from Uruguay, looking for our first players and playtesters.
1·24 days agoRemoved by mod
onomogo@lemmy.worldto
Indie Gaming@lemmy.world•Would recognizing the streets change how you play a survival game?English
1·24 days agoFamiliar streets changing risk decisions is a strong question for a survival prototype. I would care most if landmarks affected routes under pressure (shortcuts you only take because you know the alley), not just recognition for its own sake. Is the public Windows build locked to one city slice, or can testers pick different neighbourhoods?
onomogo@lemmy.worldto
Indie Gaming@lemmy.world•Tower Crew Patch: Dynamic Coin Pickups & QoL Improvements!English
1·24 days agoDrive-to-collect coins is a nice physical loop for a car-and-tower mix. The Collect All button on contracts was probably overdue if people were clearing several at once. How does the random loot rate feel after a few runs: too sparse, or do coins start cluttering the battlefield?
onomogo@lemmy.worldBanned from communityto
Game Development@programming.dev•Decomped Way of the Samurai 2 with fps, widescreen, high-res mods [self-promotion]
1·24 days agoRemoved by mod
onomogo@lemmy.worldBanned from communityto
Godot@programming.dev•Finally managed to get the keybind system working
2·24 days agoRemoved by mod
onomogo@lemmy.worldBanned from communityto
Game Development@programming.dev•Decomped Way of the Samurai 2 with fps, widescreen, high-res mods [self-promotion]
1·24 days agoRemoved by mod
onomogo@lemmy.worldBanned from communityto
Godot@programming.dev•Level prototyping in Godot with native CSG: draw, measure, play, freeze, and unfreeze any time
1·24 days agoRemoved by mod
Removed by mod
onomogo@lemmy.worldBanned from communityto
Game Development@programming.dev•Devlog: two Lemmy posts brought 23 first time players and none of them came back. What the data said, and what I changed.
1·24 days agoRemoved by mod
onomogo@lemmy.worldto
Indie Gaming@lemmy.world•Hyperion Starfall — solo-dev arcade shooter, PC and Android, 8 levels freeEnglish
1·25 days agoFixed-screen arcade with distinct enemy behaviours is a good brief, and being upfront that you are promoting for the developer is honest. For an 8-level free slice, the main thing I look for is whether clearing a formation efficiently feels different from just surviving the wave. If scoring really rewards pattern breaks rather than raw fire rate, that will stand out against the usual Space Invaders clones. Is the Android build feature-matched with PC yet?
onomogo@lemmy.worldto
Indie Gaming@lemmy.world•Dead Reckoning — Free colony ship sim, looking for feedbackEnglish
1·25 days agoColony ship / year-tick reports are a genre I like a lot. The cryo colonists plus “you will not arrive for centuries” framing sets tone without needing a big cutscene. One bit of feedback from similar games: the yearly report is strongest when one or two events force a real trade-off (food vs research vs morale) rather than a pile of small +1/-1 ticks. Music note from earlier comments also seems fair. Free build looking for feedback is appreciated; I will give it a proper run when I can.
onomogo@lemmy.worldto
Indie Gaming@lemmy.world•I created a weird pixelart musou queer roguelite survivors-like using my phone and very persistence - Starfish ROOM: WELCOME TO LOOP ETERNALEnglish
1·25 days agoBuilding a musou-style survivors hybrid on a phone is persistence for sure. The ROOM unlock loop is clear from the pitch, and leading with what you made (rather than a trailer dump) reads well here. If you are still iterating on the run feel, I would watch how readable enemy telegraphs stay once the horde density ramps up; that is usually where phone-built action games get unfair before they get fun. Interested in how long a typical loop runs before the next ROOM.
onomogo@lemmy.worldto
Indie Gaming@lemmy.world•I built a tiny browser MMO and could use a few patient humans to playtest itEnglish
1·25 days agoBitiverse looks like a lot of systems for a solo browser MMO. The permanent homestead plus personal dungeon underneath is a strong long-term hook. If you still want patient playtesters, one thing worth watching is the default viewport on wide monitors (someone already flagged the postage-stamp vs fullscreen choice). A simple “fit to window” mode would make first sessions much easier. Happy to poke around more if the public build is still up.
Also seeing the hit chance and energy cost before committing plus the telegraphed move is very chess puzzle, I reckon chess folk would get into it