Feedback Friday #167 - June 4-7, 2021

It’s Feedback Friday time! :slight_smile:

Want free design feedback for your work in progress project?

Then you’ve found the right thread! Feedback Friday runs from Friday to Monday every week.

What To Show

  • Minimally Viable Product (MVP) - Core game play > everything else
  • How To Scope Small (Unity tutorial)
  • Post a link to a playable game, preferably WebGL. If you don’t have a playable game, post something substantial, not just text.

How To Ask For Feedback

  • Be concise.
  • Specify what you want feedback on and what you don’t.
  • Resist the urge to write an immediate defense. Take the time to understand their points. Remember that your colleagues here are taking time out of their busy schedules to help you for free.

How To Give Feedback

  • Be positive. There’s something of value in every game.
  • Focus on the design, not the designer.

Feedback Friday #166 is here .

4 Likes

Yes, but since I am targeting mobile and generate the terrain seed-based on the fly there won’t be that much of improvement quality wise. I am dead set on making this run at 60fps on at least a Samsung S9.

Apart from that, I suck at making things look good I can only make them feel good is what I claim for me.

You can do a lot to stylize art and give it a unique, interesting look without making it more complex to render. I think that’s one thing that indies have been exploring over the past few years, with flat shading and other techniques like that.

it is looking good already but some attention to shape color and depth will make it stand out more and help get more sales. gameplay looks solid so i think extra attention will pay off. shouldn’t need any extra complexity performance and great art happily coexist

I working on a shmup coding tutorial if i got time will try to make examples that would be easy to implement andimprove visuals

typing mobile sorry for shorthand i suck at thix