😳
Posts by Kimo 🌞
finished the whole crew.
probably gonna do some enemies next, i don't think i'll go past arc 2 cause honestly those are the only 2 games i like
AWESOME - Itch cover
AWESOME - A-Z range
AWESOME - a-z range
AWESOME - English pangram
AWESOME is part of my 50 fonts bundle! Isn't it cute? Wanna use it in your game? It's monospace too~🌟
itch.io/s/181080/ok-...
That’s exactly what I was thinking after sending the message haha
I'm also not in need for the social aspect of it since I'm renting a physical office with other game-devs (helps a looot)
What I'd be looking for ideally is 1-on-1 sessions once a week or every other week. Pretty much like my therapy sessions but for producing haha
Maybeee, sounds cool that's for sure - not sure that's for me though. I just don't like having to be accountable to other people (especially a group). That's a big part of why I choose to work alone but that's probably something I should work on as well 🤔. IDK
I think I would be interested in producing help honestly. It all depends on the bill of course, but having a peer help me plan, stay on track, and optionaly bounce ideas around, feels like something I'd need.
I kinda avoided the original question, sorry for the rambling.
My answer is YES and YES, trouble priorizing, trouble finishing. All of the above is what I'm TRYING to implement with varying degrees of success.
I try to end every week with a "test ready" version to launch tests over the week-end.
The day-to-day routine really helps me with motivation : I start the day feeling in control of my workload, and usually end the day satisfied with what I achieved. The analog aspect of it really is a plus for me. Writing stuff, ticking checkboxes with a pen or crossing out text savagely.
I start every day with a new notebook page and write a list of "what do I want to get done today ?".
If I don't do this, I will spend the day fiddling around, achieving nothing concrete.
Starting the day logging into a massive to-do list is daunting and demotivating for me, so I learned to stray away from that completely.
It's a tough balance. You want to prioritize correctly but also work on fun stuff to keep motivation up!
There’s is something about the way you use outlines that is so tasty and unique. Very organic, with the recesses being thicker and the protuding parts being thinner.
As a traditional pixel artist, i like when techniques have a name, I thereby call this « honey outlines »
pick ur creature,,, #PixelArt
The more I talk about my projects, the less likely they are to come out 👆
Just make a mock-up! you'll be creatively satiated by having achieved something tangible, and you can still stay awake at night thinking about how cool this project's gonna be for the rest of your days 🫡
Bro that's AI generated
game-design tip : when in doubt, add sawblades
‼️Spooky Express is out‼️ I worked on it as a concept artist, I hope everyone will like it 🦇⚰️🎃
goodbye fish
#gamedev
It does have the benefit of showing the main character in the thumbnail which creates a direct link going into the game "I know I'm playing this character"
Yeah it's always hard to accurately compare games solely based on rating, but I felt more guided going into their game's tutorial (although a bit too text-y), and maybe it does a better job at grabbing the older audience with the darker setting?
Hmmm then you might want to test other thumbnails showing more of the card based aspect of the game to catch relevant players? The current one is a bit misleading I think, I'm expecting some kind of adventure game.
I think you can ask for your poki rep to A/B test icons
Oh and I just tested it on mobile, swipe controls are cool but since you are pointing the card on the top with a little hand I tried to click it multiple times.
It's missing a tutorial on swipe controls imo
And I hate to say this but the gritty cartoon art style is cool but it makes it overwhelming and less readable. Overall there's a LOT happening right away and it might just scare poki kids off
Poki players like to be guided and you're presenting them with a choice right away, and hilight all possibilities in different ways.
I think it's missing a few tutorial steps :
Maybe start the game with only 1 card on the left (spike) 1 card on the right (sword) and slowly introduce new situations
- My character in the middle says hello
- A hand points me to the card at top (harder to reach on mobile)
- All cards around me glow green
- There's a path shown that doesn't correspond to the car that's pointed by the tutorial hand
I think it has to do with audience mis-match, with the game not being casual enough.
But my main issue when first getting into the game is, there's a lot happening and I don't know where to click.
updated version for modern device sizes