I'm just trying to get some feed back for my ugly ass indie game Deepest Darkest (there is a Steam page up for anyone who cares). It's a boomer shooter.
buy an ad or post in a game dev thread on v or vg.
>>737200379For anyone from the /vr/ thread. I changed the grass texture and played with the lighting some more.
it looks shit, stop working on it
>>737200432Other devs don't really give feedback like that. I'm trying to get attention from the kinds of people who like retro boomer shooters. I've never understood anti-self promoting reddit mentality. I'm not a giant corporation or a shill. I'm just a guy trying to make something for people to enjoy, something they might like. If you don't like it just hide the thread.
>>737200608I'm in too deep. That's the shitty thing about game dev. By the time you have something to show people and get their feedback, you've put a lot of time and passion into it.
Quake is the absolute bare minimum level of quality for how a 'boomer shooter' should look and you aren't even close. You aren't even DUSK-tier.This is garbage and you should feel bad.
Show me some gameplay, you lazy hack dev.
>>737200956I'm not a graphics guy and I don't have any money for a budget. I'm trying to make up for it with game play. I though a retro look with blood and gore would help make the game attractive. I've noticed people don't give a shit if a game is good if there isn't something to get their attention first (like cool graphics).
>>737201302>I'm not a graphics guyQuake came out in 1996. There have been 30 years worth of advancement in tools and graphics resources. Blender, GIMP, and an internet full of reference material are all you need.The most unartistic mongoloid can make something look good now with an ounce of effort. Even AI generated slop would look better than what is in your screenshot. You have no excuse.
>>737201571I didn't make the models myself. Those are all public domain assets (I have no budget). IMO the monster model looks great. I really like a lot of the work the artist that made it does. As for learning and doing all that myself. I don't mean to argue, but you have no concept of the amount of time it takes to make a game. I've been working on this project since January 1st (6 hours a day 5 days a week minimum), and I have no idea how much money it will make if any (it could very well make no money and I'm well aware of this). Even if I knew how to make adequate graphics myself, actually doing it myself would balloon the process of making this game from months to years.
>>737201571>expecting one dev to match the power of a AAA from the 90s
>>737200379it's kinda hard to give feedback. do you want feedback on how it looks visually? I cant even find a demo for it. maybe i could call you a tranny, would that help?
>>737202089>you have no concept of the amount of time it takes to make a game>says the guy making a game in the laziest, most braindead way possibleOkay. lmao
>>737202170Well, I was having a nice conversation on /vr/ about how the look of the game could be improved, but it was considered off topic so I tired to move the conversation here, but the criticism from this thread has been far less constructive. Yeah, I just got the Steam page up two days ago. There will be a free demo probably before June.
>>737200915You need to find a way to get texture tiling to be less obvious. You also need some kind of background that isn't a black void. A placeholder at least.The enemy design is also very generic. It doesn't tell a story about where it's from at a glance. It's just a bunch of psychological tricks rolled into one spooky skeleton. Good enemy design is absolutely critical in boomer shooters and this is not up to par. The silhouette is okay. It establishes an agressive threat, but the actual design is bland and uninteresting. Any random person looking at it has no reason to choose that over something like a Dusk cultist.Lastly, your hand and weapon assets are clearly way higher quality than anything else on the screen and that usually causes visceral subconscious disgust in the kind of demographic you need to cater to if you want success. I know it's not actually but it LOOKS lazy regardless of how much work went into any given asset.I understand the position you are in but you have years of work to go if you want to produce something that will actually sell. All I can do is offer feedback. Good luck.
>>737201571Downgrading to a Doom 1 art style might benefit you. It radically decreases your workload and also much easier to detail for a solo amateur.
>>737200432>>737200608>>737200956>>737202227You should be burned alive.Faggots like you are why this industry has no talent or passion. It's absolutely ridiculous to expect one random guy to produce fucking QUAKE quality. He has already expressed he wants feedback on how to improve.I genuinely want people like this skinned, salted, and tossed into a vat of lemonade.
>>737202656>You need to find a way to get texture tiling to be less obvious.Honestly there are methods to do that, but I figured it looks more retro to be tiled>You also need some kind of background that isn't a black void.I think some of you guys are getting the wrong idea here. This isn't a screen shot of an actual level this is just a lighting text area I threw together for /vr/. I didn't feel like putting up my sky box. Sorry, I should have been more clear about what the screen shot was in the OP.>The enemy design is also very generic.>>737202089>Lastly, your hand and weapon assets are clearly way higher quality than anything elseIt's hard to find things that perfectly fit together when you're using things made by different artists.>>737202750No, that would take waaaay too long, I highly doubt that would be worth it.
I'm also an indie dev and into boomer shooters>nameI googled your game with "steam" at the end of the search instead of typing it directly into steam.Your game wasn't on the first page of the search results but tons of similarly named games were.I didn't find your game until searching thru steam.Here's one of the games I found on google:https://store.steampowered.com/app/1041130/Darkest_Depths/It looks like a better version of what you show on your game's page. Similar name, similar genre, retro-ish graphics that look cohesive, and it looks like there's actual gameplay. That one has less than 15 reviews.Your page gives on-rails shooter vibes.I don't care about graphics as long as everything feels like it fits together. In your handful of screenshots it feels like a bunch of assets put together rather than models from a single set.Screenshots don't really feel dynamic at all and makes it look like things don't move in your game, if that makes sense. That's why I said it looks like an on-rails gameI agree with what the other anon said about your textures. Even if you're broke you can spend time learning how to get that aesthetic. Worst case import your current assets into blender and touch them up so they feel cohesive.>>737200915>I'm in too deepIf you started in January you're nowhere close to being in too deep. That's a few months, some game devs spend more time perfecting their character controller.Anyway,>change the name>better screenshots>cohesive art style>make it feel more dynamic>get a gameplay vid on the page
>>737203120Shut up Fygoon.
>>737200915just give up man, this shit looks fucking ugly and nobody's gonna play it. pick another hobby