Hi,
Really good job on the page. And communicating what the game is about in the first sentence is an added bonus.
Hi,
I think your page design may work for the style of your games. Sometimes, you don’t want to go too complex unless the complexity makes things easier.
If you’re looking for feedback on the thumbnails, the title that says “Melinda’s Life II” has a lot going on for my eyes. But it’s just a suggestion.
I agree about MIDIs. To me, making MIDIs that both sound great and translate well while sounding different across machines… can tend to require a certain oldschool knowledge of music production and techniques (usually that’s beyond just pressing “export” in some program, but maybe mileage can vary).
Cool stuff.
Listing some possible tips as well:
A proper options menu can go a long way. (Like with buttons to adjust or turn off sound/music.)
Consider the art style you want to use before starting. (Note: Might be more of “me” advice for myself, but I thought I’d list it anyway.)
If you use a software framework, see if you can test that framework separately for bugs first. (Because bugs in the framework may show up in your game.)
My opinion:
Releasing small projects before a big commercial one can make sense, because it tends to increase experience of both what works from a game design standpoint and what might potentially be commercially successful - without having to spend many months on a large project just to find out it’s not what people want.
But if a lot of those projects involve simple reuse… the learning experience might not be exactly the same, possibly.
Hi. My answers to the questions:
Making sure the sounds are in file formats that work across platforms (where the game is multi-platform).
Nothing I can think of.
No answer there.
Clear labeling of the sounds / the sounds available in multiple file formats.
(Generally, I also like it when it’s labeled whether a sound is looping or non-looping.)
Hope this helps.
I think my answer would be: besides the possibility to pay for a work, there’s usually going to be that social aspect too - where a creator will probably still enjoy people playing their games (even if it’s the free ones).
Plus, I think things kinda cycle around, where not everyone’s going to be able to afford to support creators at any given time, but the ones who have money and are able to… do. And even some of the ones who can’t pay immediately, might still do it in a couple of years.
Hi. Just wanted to say that if a game is marked as using AI, it doesn’t always mean it uses AI art, because it can be marked as AI for using AI-assisted code, writing, etc.
From what I’ve noticed, some might also use the tag on the side of caution, like if they make their own art but use a photo filter that could use AI.
Here’s my review:
The writing is great, and the design is on-point. My eyes also tended to drift to the right side image of the exterior. I was thinking it’d be neat to have a version of the right side (the detailed image) in pale colors (a color version), as well. It’s one of those devil is in the details type things, that doesn’t necessarily change the gameplay experience, but can add to presentation.
Anyways, that’s my whole review. The interior looks good.
If you want to check out one of my games, I recommend:
https://themetalcarrotdev.itch.io/the-tornado-trial
I feel it’s a game that challenges people to do stuff and be creative.
Hi,
You found the right place to ask!
I can certainly check it out.
Fair note, I don’t really strongly scrutinize other’s works as part of a review, instead discussing what I liked and offering a potential design suggestion here and there. For me, if a work has achieved the intentions of the author, then it has achieved its desired effects.