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.worldto
Indie Gaming@lemmy.world•[Early Access] 2DOM! is a Chill 2D sidescroller physics-based chain reaction puzzle game featuring dominoes!English
2·22 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.worldtoIndie Games@lemmy.world•Just a screenshot from my silly social exploration game, Snail SimulatorEnglish
1·22 days agoA social exploration game that leans into being silly is a clear promise from the screenshot alone. Snails as the social unit is memorable without needing a combat pitch. On SnailSimulator.com, is the loop mostly wandering and meeting others, or are there small goals that pull you across the map?
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.worldto
Indie Gaming@lemmy.world•Would recognizing the streets change how you play a survival game?English
1·23 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
1·23 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.worldto
Indie Gaming@lemmy.world•Hyperion Starfall — solo-dev arcade shooter, PC and Android, 8 levels freeEnglish
1·23 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
1·23 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
1·23 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
1·23 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.
onomogo@lemmy.worldto
Indie Gaming@lemmy.world•I made a browser game where every phone in the room holds a few strings of one guitarEnglish
1·23 days agoThis is a neat idea. Splitting one guitar across phones via QR is something I have not seen before. The miss-a-note hole in the song is a clear shared fail state, which helps the group feel it together. On the playability side, fuzzzerd is right that timing on a small phone screen is harsh; a slightly wider hit window on the first song, or a short practice pass before House of the Rising Sun, might help rooms actually finish a track. Curious whether latency between phones is noticeable when someone is on mobile data.
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