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Found 144 results

  1. SandWitchStudio

    Origin Of Chaos - VR Game

    Hello everyone I would like to introduce you to a game created by me and my friends. Below is a link to the aforementioned game, I would be grateful for feedback and advice regarding what we can add to the game or change. This is our first game, so maybe it doesn't impress, but we hope you like it and then you like our fanpage. Greetings SandWitchStudio https://www.facebook.com/SandWitchStudio/videos/2107253369590028/
  2. Howdy! I've recently been working on a tower defense game, nothing fancy! In fact "A simple militant styled, tower defense game," is my opening line on the description :P. Anyway I would say I am new to this despite 'learning' for a while. I've definitely got a long way to go before anything 'amazing' is born but I wanted to post the game somewhere and try to get some feedback. https://gamejolt.com/games/3ndl3zz-basedefense/325756 if anyone wanted to try it out please do so! I fully intend to make updates in the coming weeks to improve upon the current application. I started making this using 'Kenney' assets, I met someone through this forum that is interested in getting invovled in stuff like improving the graphics so that alone will make the game better but since i'm not great with designs and creativity I'm looking at this from the technical side and was wondering if anyone would give some feedback about my game/tower defense games in general. Best methods to increase difficulty without ultimately making it crazy impossible. If you try it out and try the endless mode, you'll see what happens as of today... Enemies end up with crazy speed so i'm thinking of trying to cap a max speed in there and just focusing on increasing health or something... Anyway I'll leave this post here.. Apologies if this isn't the correct place to post looking for feedback I don't really use forums often so I don't know my way around all that well just yet! Like everything else I am Working on it though! Many Thanks! Edit: Updated to Version 0.1.4 With notes.Thank you for the current feedback! I appreciate it a lot!
  3. Hello. My friend asked me to join a small game project of her which I think was not quite worth to make since it consist only three stages and two routes. Also, the game play types are different each stages so it may need big effort to code. The game is actually a visual novel with more game play than scenario, but both of them are too simple, I guess. The only interesting part is she is trying to show off traditional culture, but it feels a bit forced. However, she disagreed with me and was very sure that this project would work. She gave me this pitching presentation and she said it's okay if I post it for a feedback. So, how do you think?
  4. Hi! Is there by any chance you can give me an idea/concept that's different but related to the game Tower of London? (Is it called Tower of London?) Can you show me some reference images, games or videos related to the same? I've attached a reference image. Thanks!
  5. Hello all ,😃I am a solo indie developer, and this is my first game in unity.Would really appreciate your thoughts and feedback!Gravity Hop Platforms: iOS, Android (phone + tablet) Gravity Hop is a casual arcade mobile game where you are the commander of a spaceship. Due to an incident (in game story), almost all crew members are dead and most systems are down. With the remaining crew, Emma and Jim, you embark on a mission to get back home hopping from planet to planet by deactivating gravity fields.The game is based on a campaign hand built levels where you learn the game mechanics and story. Each level you need to plan your path, and execute timely by touching the screen to deactivate the gravity force.At level 20 you unlock the challenge where you play in auto generated levels with increasing difficulty - competing with other players over who completes the hardest level.More galaxies, game modes, power-ups, upgrades, and achievements to be released in the following versions.Some highlights: Addicting - one more try - kind of game with extra depth. Tutorials - incrementally revealing game mechanics and storyline along the entire game. Power-ups and Upgrades - provides additional depth to the game, adding complexity in the later phases. Leaderboard and competition - race through harder and harder levels and compete with other players - leveraging both skills and power-ups/upgrades. Free game based on IAP and ADS (not forced) Links iOS App Store: http://bit.ly/GravityHopiOSGoogle Play Store: http://bit.ly/GravityHopAndroidTwitter: https://twitter.com/epicbraingamesFacebook: https://www.facebook.com/epicbraingames/Would love to hear from you,Thanks,Eyal BiranEpic Brain Games
  6. Have you played physics puzzles , which are very addictive and you just can't take your mind off that stage you’re stuck on, well here's another of those logic puzzles ; totally free . Bounce N Bang Play Store Trailer: Using cannon, shoot your enemy or bounce cannon-ball through walls guiding it towards their building.Rotate cannon , place moving walls , making the best angle ; just so when you open fire , ball hits the target. Key features:➤ Currently 30 levels (more coming soon)➤ Innovative game play (logical thinking , openfire / shooting cannonball, bounce off borders)➤ Fun animation (especially of explosion)➤ Simple and addictive (solve the puzzle, which gets difficult)Not always that easy, when you openfire , line of shot should hit the end point after limited reflection.How•Use touch or buttons to rotate cannon.• Aiming at enemy directly or bounce off walls guiding it towards them. • Rotate and place moving walls at suitable points ; so when you openfire, BANG ! Cannonball hits the target. Little story if interested : Zormen kingdom has forcefully taken over a village and jailed its inhabitants; few of them have managed to escape prison .They are now trying to get back their occupied land and people. You are a savior who is helping villagers . Provided with cannon you need to destroy enemy's castle. Further story inside game. Screenshots:
  7. Danman25

    Jacksville

    This is a project started by a small team. Just wondering what feedback I can get on this. https://gamejolt.com/games/DnLgames/374985 Thanks Daniel
  8. Hello, I recently release Idle Portal Defense to open beta and am looking for feedback and suggestions before I move toward completing and releasing it. Idle Portal Defense is an idle clicker game where the objective is to stop enemies from entering the portal. Purchase upgrades with gold dropped from enemies, gambled, or passive income while offline. Prestige to unlock permanent upgrades. Artifacts can be gambled, mined, rewarded for achievements or acquired by other means and give permanent upgrades as well. android beta opt in url: https://play.google.com/apps/testing/com.binaryblade or if you would rather try the desktop version (it might be a bit buggier and lacking certain features so I suggest the android one above): https://drive.google.com/file/d/18KHRZg6ujKWEDkMW8WiVPVWXV-iv8gB6/view Warning, progress will probably be cleared when it is released.
  9. Eagleman95

    [Game] Head Stall Soccer

    Hi everyone, I release my new game Head Stall Soccer, your goal is to keep the soccer ball over your head without letting it fall. I'm relatively new in gamedev so feedback and suggestion are appreciated. Here is the link: https://play.google.com/store/apps/details?id=com.EBDev.HeadStallSoccer
  10. Hey, I'm currently starting next iteration on my engine project and have some points I'm completely fine with and some other points and/or code parts that need refactoring so this is a refactoring step before starting to add new features. As I want my code to be modular to have features optional installed for certain projects while others have to stay out of sight, I designed a framework that starting from a core component or module, spreads features to several project files that are merged together to a single project solution (in Visual Studio) by our tooling. This works great for some parts of the code, naming the Crypto or Input module for example but other parts seem to be at the wrong place and need to be moved. Some features are in the core component that may belong into an own module while I feel uncomfortable splitting those parts and determine what stays in core and what should get it's own module. An example is Math stuff. When using the framework to write a game (engine), I need access to algebra like Vector, Quaternion and Matrix objects but when writing some kind of match-making server, I wouldn't need it so put it into an own module with own directory, build script and package description or just stay in core and take the size and ammount of files as a treat in this case? What about naimng? When cleaning the folder structure I want to collect some files together that stay seperated currently. This files are foir example basic type definitions, utility macros and parts of my Reflection/RTTI/Meta system (which is intended to get ipartially t's own module as well because I just need it for editor code currently but supports conditional building to some kind of C# like attributes also). I already looked at several projects and they seem to don't care that much about that but growing the code means also grow breaking changes when refactoring in the future. So what are your suggestions/ oppinions to this topic? Do I overcomplicate things and overengeneer modularity or could it even be more modular? Where is the line between usefull and chaotic? Thanks in advance!
  11. The newest version of my pirate adventure/strategy game in the vain of Sid Meiers Pirates! is out! Please try it out! You can run missions, gain ranks with different nations, hunt down buried treasury and lost cities, trade and much more. There is also now a semi-interactive tutorial to help you get started! You can level skills and buy ships up until frigates. Any issues? Any balance problems, economy problems? Download: Plunder Horizon, alpha 3 (60 MB, windows only, just unpack it and play, no installation)
  12. Hi, i'm composing music for this animation and would appreciate any feedback. Don't concentrate too much on the film. It's supposed to be a "trailer", hence the "montageuness". Thank you! Lauri
  13. Making games is hard. You need all kinds of technical and creative skills, you need a big team, a budget... But making your first game can be even more difficult if you have no previous experience in game development and your team is only two people. But it didn't stop us. We quit our jobs and started this indie game journey full of mistakes and pitfalls. Why? What encouraged us to make this stupid move? Inspired by Extra Credits, Hellblade Dev Diaries, and ThinMatrix we decided to start a weekly behind the scenes show. There we'll be showing bits of our production process. The whole project is a huge and risky experiment for us and we would love to hear your support and recommendations. We are opened to all sorts of feedback. Even if you consider something is of a low quality in our video, please let us know it as is. We would love to learn from the community and improve. Thank you.
  14. OK, so I got my thread locked. Because someone thought that I was violating an IP, he said I needed to "Acquire it". Well here's the thing, Pitch is different from Acquisition, so the rule should be. "Discussion of IPs is allowed as long as it's been Acquired AND/OR It's being pitched, which does not require acquisition. This really does need to be a rule.
  15. Hello All, Finalizing the next update now. This update is focused on MFI controller. The game will be completely playable using the controller and you will never have to use the touch screen. Almost complete. Question I have is I want to roll into this update some balancing to difficulty. I am getting reports the game is too hard right away. I have some thoughts on how to ease into the pain but wanted your opinions as well. Here are my thoughts: Slowly introduce the “harder” Germ enemies Lower the HP of the enemies in the starting rooms Lower the number of enemies that can be spawned into the room Combination of the above or all of them What are your thoughts? Thanks! View the full article
  16. The concept of the most futuristic space hotel by Gateway Foundation. Here are you can see the facilities of the station such as Control Room, Observation Deck, Night Club, Restaurant, Food Court, Escape Pod Bay, Parks & Gardens and Casino. The original portfolio here:
  17. Hi, and in advance sorry for my bad English. I'm composing 10 years already (but only last 4 years are most active), have 64 tracks in portfolio and works passed with 2 idie-games already, and aimed to be a soundtrack composer. But faced a serious obstacle: I do not know where and how to offer myself (at least for the expansion of the audience, not to mention trying to make some money) to get a professional job. Here I got through the search, after a friend's recommendation to search for resources of game developers. There is also a second one: I'm have a growing feel, that somehow my works are not good enough, but I just can not figure it out what exactly is going wrong and how can I fix it. So, have anyone any ideas or advises about it all? === I'm composig in soundtrack genres, game or film kinds. The main element of my style is orchestration with elements of epic but also quite often with electronics and electric guitars. If interested, all tracks available here. Some examples from my works: 1. Currently most fresh one: (Orchestral only) 2. Relatively most popular: (epic rock) 3. Last from game project: (electronics mostly) 4. Typical from my style: (orchestration + electronics + guitars) 5. And from scenical OST-type of compositions: (orchestration + electronics + guitars) In advance: thanks for answers.
  18. Chadlee

    Arigato

    What's up everybody. The last time I posted here I got some very valuable feedback on a track. I also said I would come back when I had made something significantly better. This is it. Im still new to this (less than a year) and appreciate any listens or comments. Peace
  19. This is a game concept i made for the gmtk game jam over the weekend, check it out here: https://piranha305.itch.io/kingdom-battle, is this a game idea i should keep pursuing, right now in it's current version it's pretty basic, but it could be expanded on with more unit types and a multiplayer system, but i don't know if i should invest the effort? also right now the art it's using if from kenny.nl assets, but i'm im gonna roll with the idea, i'll probably get the art remade.
  20. Hello friends, This is my first attempt at composing a MIDI song for my upcoming samurai sword fighting game 13 RONIN and I would very much appreciate feedback on pretty much everything from composition to, instruments and sound production. I want the game to remind the player of old Japanese black and white samurai movies. The graphics will mostly be in gray scales, the sound effects will be based on samples taken from old movies and hopefully will the music also fit into this landscape. Happy coding! /jan. P.S. If interested please check out my dev log here or at my site www.eraserheadstudio.com
  21. laurikoivisto

    Music Adventure game music

    Hi, i've been re-scoring (muting the original audio and composing music on top of that) game trailers for a few months now and I seem to like composing music for adventure games. Here's my playlist (RiME, Adventure Works, Talewind etc.) Thanks, Lauri
  22. Dear GameDevs, I am plan on creating a video game. However, before I start creating the game, I would like to interview a game developer to understand a bit about the whole process of creating a game. The interview will be conducted via Skype video call or Skype Chat (I can also do discord) and will be very short (5-10 minutes). I want to interview any game developer (beginner or experienced). Regards, Shreyas Edit 1: Grammer
  23. Brandon Sharp

    Machbot 2.0 VS Sweetbot

    This is a project I've been working on for awhile now. I'd say over all going on around a year. I did the Machbot 2.0 all from scratch including the textures. I spent countless hours trying to figure out how to get the models from Twisted Metal. I finally figured out how to manually extract the mesh. But the only problem was it was not UV mapped. So i pretty much had to go back in and remap everything. Which wasn't hard but the assembling of the model itself was a challenge. I did the best I could at placing stuff where it goes I'm sure there are things that are incorrect. All in all it was for this one render. Not sure if my models can be used as game assets but i do want to eventually make this into a fighting game. Both vehicles and bots. Let me know what you think and thank you for checking out my work.
  24. Hi, I'm working on Warriorb for about 2,5 years now and recently we made a playable version of the first part of the game. There are still some elements missing (mostly vfx and sfx) but most of it is close to final. I would love to hear what do you think about our game so far. Any critique, feedback, idea or tip is appreciated. If you are interested send me a pm and I will give you a steam key for the game. I'm eager to receive your feedback: Gézu
  25. Hello Gamedev users. I am new to this forum, and though I am quite proficient at understanding the basics of just about any form of science, I do not have the natural skill or patience needed to become a great programmer, so I ask that you be patient, and bear with me. So, to get to the point, I have thought up a peripheral that can potentially be used for various PC games. Without giving away too many details to those not interested in contributing, I will give as informative an explanation as possible. In theory, it will be activated in intense danger sequences, such as in a FPS firefight, melee combat and fight scenes in medieval style RPG's, etc. The difficulty is not in designing the device, but in implementing the program that would detect these scenes in-game. The software would be for Windows PCs, and made to work with as many games as possible. I have some experience with how modding works, and have considered how it could be used alongside currently released games such as Fallout 4, Battlefield, Call of Duty, Elder Scrolls Skyrim etc. However, I simply do not know enough about programming to determine the viability of integrating features into the software that would allow the danger scenes and combat gameplay of already released games to trigger the software to activate the peripheral. Essentially I am wondering if this would this be something that could be integrated? If so, how could these combat sequences be detected by the software? If you are interested and have something important to contribute, I can promise you a copy of the software and option to purchase the peripheral at cost if you would like. Depending on your motivation, I am open to working together. Even if you are not highly experienced, everyone has to learn somewhere. Whether or not you are interested, I would be grateful for all the advice you have to offer. So, any ideas for how something like this could be implemented?
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