u/Severe-Design-7315

1 post karma · 58 comment karma · joined 19d ago

Severe-Design-7315

Einstein holding an AK is a strong opener. now I need to know what absurd gear you gave Gandhi

Severe-Design-7315

half a dozen tiny sailors vs a kraken bigger than the ship. pretty sure the whalers are the ones being hunted here

Severe-Design-7315

the Bateman with anime bangs is the hook, open with that. right now I see menu buttons and a happy customer count of 0 before I know what you actually do in a bakery

Severe-Design-7315

not too much, as long as only the paper moves. if labels like quick feet and deep lungs wobble too, it'll get tiring over a long incremental session

Severe-Design-7315

trust, not price. £9.99 on a site I've never heard of vs about the same for Golden Idol on Steam, where I get refunds and a review count. I'd pick Steam every time

Severe-Design-7315

getting a newsletter from Joe two hours into Next Fest is the indie dev version of a "we need to talk" text

Severe-Design-7315

Descenders on PS5 is the closest thing I know. procedural downhill bike runs, you lose lives on crashes and push for the boss jump. not a car but scratches the same itch.

Severe-Design-7315

every layer in that panel is just named "Layer". most honest work in progress post I've seen today

Severe-Design-7315

for the prototype I'd want one loop only: one fight, walk back to town, buy one shop, see that money change something. family, ships and politics can wait till that feels good.

Severe-Design-7315

the gameplay only fills like a third of that short, the rest is black space and the logo. crop in on the fight, the serrated blade and the blood vfx deserve the whole screen

Severe-Design-7315

the tiny pixel sprite against a crisp serif AGAIN works, feels like a half-remembered dream. I'd record it in a build or maximized game view though, the unity editor around it kills the mood

Severe-Design-7315

FSL converting to MIT after two years is fair, but calling it open-source will pull in the OSI crowd. what's the modification, and can I ship a commercial game on v1.0 today?

Severe-Design-7315

started as a python exercise, ended as a duck space horror game 10 years later. scope creep has never been this wholesome

Severe-Design-7315

fwiw the steamworks wishlist report lags behind real time, so hammering refresh every 5 min is just suffering on a delay. once in the morning, once at night

Severe-Design-7315

putting exfil as far from the objectives as possible gets predictable fast, players learn "it's always the far edge". picking randomly from the 3-4 farthest spots keeps the distance but not the pattern

Severe-Design-7315

finishing it yourself before Next Fest beats a polished one that ships after. one thing though, that hallway is super dark, I'd bump the exposure so it still reads in a phone feed

Severe-Design-7315

The magnifying glass with an actual scale (1 mm) is a great addition; it makes the process feel like genuine fieldwork rather than just a simple digital zoom. Does the "Naturalist" version include any kind of observation journal—for instance, a way to record animal behavior or the species you encounter? Congratulations on receiving version 2.0 for review!

Severe-Design-7315

A dedicated reload editor that lets you adjust the position of each individual finger—now that’s a real gem. Building a custom tool instead of struggling with a standard animation pipeline is such a developer-centric approach. Is it integrated directly into the engine? In other words, can you edit frames while viewing the weapon under actual in-game lighting conditions?

Severe-Design-7315

I like posts like this — small victories are very important. What’s included in the major 1.6.1 update? The ability to create your own swarm of aliens — that’s exactly the kind of thing I enjoy.

Severe-Design-7315

Having a 25-year backstory generated via simulation is a brilliant touch. Taking charge of a club—complete with its own legends and long-standing rivalries—is half the fun in a game like this (in the style of *Football Manager*). The interface looks clean: the forecast scale and the highlight of the most problematic position (in this case, central defender) provide exactly the kind of information you want to see at a single glance. To be frank, the requirements to register, verify that you are of legal age (18+), and wait in a queue create significant barriers to accessing this free, browser-based beta. If you were to add a guest mode—or allow users to play a single season without registering—you would almost certainly attract many more testers through posts like this.

Severe-Design-7315

The concept of "one turn equals one year" spanning centuries is an intriguing design choice, but it raises a question: might "turn fatigue"—a classic issue in the 4X genre—set in toward the end of a game? Roughly how many turns does a full playthrough last, and are there any mechanics in place to speed up gameplay in the later stages (such as automation or sector management)? Also, the prospect of achieving victory via the Galactic Senate brings back fond memories of the Council from *Master of Orion*.

Severe-Design-7315

The rainbow-colored blocks, which shatter into physical fragments, look incredibly vibrant—exactly what you’d want in a "breakout" style game. I’m curious about what is meant by "questionable" power-ups: where exactly is the line between "questionable" and just plain bad? I really like the concept of power-ups that function like a gamble—they force you to take risks. Also, is "Reforged" a remake of one of the earlier entries in the Arcaball series?

Severe-Design-7315

That’s great. But how does it work on a second monitor, or if the window is very small? For games positioned in a corner of the desktop, readability at small sizes is arguably the deciding factor for a comfortable gaming experience.

Severe-Design-7315

As someone who is also developing a farming game, I now feel a personal obligation to add this: "Crop circles? No—crop loops."

Severe-Design-7315

It’s great that the monsters stick to the rules of their own lore. The "three calls" mechanic associated with Korean messengers of death (*choseung saja*) is absolutely brilliant! Since you asked, Slavic folklore offers some fitting examples, too: — The *leshy*—a forest spirit—leads travelers in circles. In folktales, wearing your clothes inside out is the remedy for this. You could design a level where the map keeps shifting or scrambling until the player "reverses" their armor (though doing so would incur a stat penalty). — Koschei the Deathless is impossible to kill: his death is hidden inside a needle, which is inside an egg, which is inside a duck, which is inside a hare, which is inside a chest. He could be a boss who can only be defeated by tracking down this entire chain across several different levels. — Baba Yaga might offer food and assistance, but in the tales, she warns that asking too many questions can cause one to age prematurely. She could function as an NPC who answers any question, but each answer costs the player a portion of their maximum health.