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Lemon Rider

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A member registered Sep 23, 2023

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The idea itself is perfectly fine, it comes down to details of execution, freedom of choice how to play the game is surely a good move, nothing beats ability wheels, from campfire in the forest to castle-city with enemies heads on the spikes on the walls, you can add some special resources onto tiles so they can be upgraded with some special type of a building after the game progresses and enable some middle to late game upgrades 

Im a big fan of city building paradigm. I assume you aim at linear left-right open map? Are you considering for example as a one of game modes the arena that is open only to the right side? That would be the most simplistic and compact take with enemy kingdom on its right end. 

Some battles of armies where they crash into each other like waves of water (Asterix vibes), general goofines of how stuff happpens. Without seeing full gdd its kind of hard for me to discuss or come up with anything other than loosely tied ideas. Are you considering mobiles as a target platform? Because that also changes a lot of how stuff has to be aproached both in engineering and design.

Generally, everything is connected to everything else—it's just a matter of the level and the way it happens. Also you can add some small elements of simulation, like women, kids, families, people having and expressing emotions. It doesnt have to be strictly whack-a-mole type of game :P but thats just random ideations

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Hey! :D I see you are a man of culture as well, my main areas of interest are platformers 2D and 2D related solutions. Im a programmer but i dont have nearly as much experience (i code and do stuff around games for like 1.5years 24/7 at this point) I also like strategy and the most citybuilding, althrough the best strategy game i ever found was actually working around games, as there is actually some level of depth and true complexity. 

As for design its very hard to judge as its always heavily mixed with preference, I for example couldnt handle the repetition in Kingdom 2 crowns and after 1st hour that was amazing i started getting bored to death and quit (same for ratropolis), northgard was better but after few takes i felt like solving some 5 dimensional equation and making random moves intead of just enjoying the game and also progression was too tightly capped at the endgame. As for my preference in platformers 2D (i chose them as i could release them even on my own) i would say exploration and arcading are my favourite with focus on action. 

The problems of design your proposing are very simple as limitations it imposes. Everything has to happen on one dimensional line so there isnt really many ways that those things can happen. With games progression shifting variety of tasks and games mechanics could be the most important element of design. 

best game eva!

drawing one here is awesome but its not procedural so no wind or trailing during its motion - effects can be used with it ;/  for a torch for example, or bonfire: https://assetstore.unity.com/packages/vfx/fire-assets-for-vfx-03-251429

hey duck, you could do a procedural drawing stylised fire for 2D with more complex features for unity, stuff available on unity store sucks, 2d implementation of enflame is not so bad but still its miles away from greatness: https://assetstore.unity.com/packages/vfx/particles/fire-explosions/enflame-fire...

nice stuff! :D

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Hey Duckie :D

whats your discord? mine is lemon_rider

Hey, do you have discord? mine is lemon_rider

Hey, i might have something that could interest you. Do you have discord? mine is: lemon_rider

You could pause development and do some learning about topics that might help with the problem you are facing, most of problems cease to exist when you learn about questions that they are based on

whats your disco?

hey, add me on disco: lemon_rider

looks cute, im in :D  disco -> lemon_rider

lemon_rider u.u

come do game with me: lemon_rider :D:D we have a fun team

All art would need to fit the environmental assets we already have. 

What we would need is:

1.Main character (traveler - human - venturing on a hike in a real world and getting trapped into a fantasy realm)

2.Secondary (witch aprentice - from fantasy realm)

3.Main Boss  (some being with magic powers, we would figure it out together)

4. Four Small bosses ( for endings of each worlds ( there will be 5worlds, we already have one small boss - would only need coloring ))

5.Any other smaller details, like power-ups, destructibles or interactable items or some details for enviro and if you would want also some possible bigger pieces but thats up to you to decide do you want to invest your time in our project.

We offer fair rev-share, released high-quality project on your portfolio and fun time working together. Soft deadline would be in 3 month (at last mainframe of most important stuff(main character, witch aprentice and final boss), hard deadline in 6 months where we have to close the production and polish stuff for release. Its a hobby project in terms of we are not professionals but the game is aimed for being released. All skill levels are welcome to enquire althrough you have to have some experience to fit into the environment artstyle and to produce output of respectable quality. 

If you think it would be a job for you please hit me up on disco: whitewingedwoof

#same XD write to me on lemon_rider

Hey, love your stuff :D:D:D i might have something for you! I added you to disco

hey, so you are a game designer, level designer? :D hit me up on lemon_rider on discord

Hey do you have discord? I might have something interesting for you

Hey, what is your discord? :D

write to me on discord: lemon_rider