please contact me i would pay to learn how to use godot with websockets
yoel
Creator of
Recent community posts


first a link to the game page so you can see it yourself:
https://yoel.itch.io/modern-beast
its just a prototype for now, so there isnt much.
the vision is to make a working and balanced turn-based game where you place units, move and use their abilities, think Warhammer but more rule-bending abilities like in Magic The Gathering.
the players will have to plan and combo units and abilities like buffs, debuffs etc.
most of the core mechanics are implemented in the prototype. but gamdev is a long slog.
i am awere of some of the problems.
on reddit thier biggest turn off was that it didnt have a background (its not urgent) and that its a "one mecanic game"? im not sure what they consider mechanics.
oh and they despised my art.
i hope people here are more sane and understand im only a hobbyist that wants to make a game (and it will be free to play).
im aware that the gui is not optimised or comfortable (from feedback i got) .
for now its hotseat and i know its not optimal for everyone.
Multiplayer for a turn based game is a bit simpler, in fact i can use HTTPRequest to relay changes to the board, or WebSockets, whatever i chose its for later. i want to flash out things first.
no win or lose condition or screen. again its not a priority as of now.
and im aware its not balanced.
for now i want to add more creatures and abilities.
i would also like to test it aginst another person and see how they react live and how people play the game as it is.
maybe via screen sharing.
its also a framework so ill have to get any documentation up and running so people can use it to make a game in that style.
you can contacn me here.
(if i dont respond send another messge)
on reddit: yoelr (u/yoelr) - Reddit
or discord : rolen3336
or via my old contact form:
https://yoelspacesim.wordpress.com/
it has potential. easy to pick up and play.
ill give constructive criticism (i hope you take it good):
bullets are too small to see.
the screen gets full of them without a pattren to learn to avoid
enemy ai feels wierd (cant put my finger on it)
get more people to test-play it.
other than that the ganre is good, top down bullet hell games are fun.
good luck.
i played your game, it looks good, it feels good. But its not intuitive.
maybe add a youtube vid teaching how to play it.
it probably took you a long time to create its worth making a vid to teach people how to play.
to be deadly honest as a game dev myself, its super hard to get people to even see your game let alone play it. you need to at least make it super easy to pick up and play.
i wish you the best and that your games sell.
this is one of the most underrated indie games i ever seen, the potential is huge. even as it is its a great game and worth a buy.
but the marketing and pricing is terribly done, its worth 5$ not 3$ its disrespectful to pay any less then 5$ for this game. you can burn a lot of hours of fun with it. and there isnt alot of text based games like it, not that polished.
if i was this game owner/creator, i would upload a video about it every day, knock on every door, post anywhere they let me post. and even have a marketing budget targeted at indie game fans (rouglike/crusader kings/ casual game fans etc) you need a real targeted market research and good copywriting somthing that will talk directly to your target (your game description is OK). maybe use influencers, like that crazy sseth he did ascii based game reviews (maybe find a smaller youtuber influencer).
and a better way to monetize this, at this rate it wont fly, and this thing can. maybe a patreon. its so good i personally will throw more dollas at this just to get more content.
you made it in the product creation phase which is a great feat alone. but you need marketing/ copywriting too. learn those stuff, read gary halbert (his stuff is free gold). psychology of buying (why people buy). search on google anything you can find on internet marketing (and game advertising) free and paid seo etc (you can dominate some of your games keywords=free trafic in the long term).
in any case good luck.
then dont use unity. 2d games should run fast on computers from 10 years ago (think pentium 2).
if you can find away to make it run faster in unity, then your good enough to do it even in c++ and smfl/alegro etc.
from my experience this can be anything, do you render all the level? maybe dont render the parts that are off screen. this can be any number of small things.





