Sure do! Here are some of my quick thoughts on it:
- Fairly intuitive. It uses a node-based system like what you would find in Blender or Unreal Engine. You create the nodes you want and connect them to different inputs to make different effects.
- There is a bit of a learning curve. There are tons of variables you can adjust. Yet most of the time there are only a handful that you'll be dealing with.
- I haven't done it yet, but you can also export your Embergen files to Blender and use them there.
- A huge selling point for me was that it has a bunch of pre-made templates. So if you need an explosion effect, you can find one that's close enough and then tweak it to your needs.
- There is an annual subscription, but I find it pretty reasonable ( I say this as a solo dev who doesn't have a huge gamedev budget). Initially it's like $300/yr and then every year afterwards it's only around $160/yr. There is also a free trial you can take advantage of.
- Below is an explosion I made using Embergen:
Coming from a UX perspective, one anecdote I’ve often heard is that users are great at finding problems, but not at solving them. Sometimes if you get an unwanted suggestion a lot it’s a sign that something should be done but necessarily what’s being asked for, and trying to dig into the why behind suggestions can be a good way to find a solution that matches your creative vision.
Yeah, comments like "game isn't fun" are very helpful, right?! lol In general every comment/feedback helps, but most of the time we devs aren't really "enlightened" by the "oh, that really is a problem" - effect.
I once had a beta tester who skipped my "cinematics" (the story part). Of course it was helpful to know she didn't like the story, but I still don't know why. :)
But what if you don't have any players? I get rarely any players and whenever someone comes by I don't get any feedback :)
I agree to your tips regarding feedback. Not every advice or critic is useful.