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HitlerHatedGaming

9
Posts
A member registered Dec 25, 2023

Recent community posts

The dungeon map looks really nice and exploring it feels fun, that thumbnail was why I tried playing this. The dice rolling animations are also good. The UI is otherwise horrible, not sure where to begin but in general I think there's too much empty space so you could increase text/button size a lot, and the non-default font is sometimes hard to read. As for the combat, what's the point of the dice gimmick if you still have to click multiple times to use the abilities you roll? That's demanding as much effort as a normal RPG but with less control over your actions, just make your heroes autobattle and select targets automatically. The healing/shield abilities feel useless often, although I didn't play for very long.

This felt very flawed, but the gimmick was so strong that it still managed to be impactful. I have seen short games that cloned desktops or chat interfaces before, but they only went 10% of the way to something believable, going 50% of the way makes a huge difference and must have been challenging.

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Respectful, non-toxic, constructive feedback:

The aesthetic is inconsistent and it's hard to tell what I'm supposed to feel, I think you should choose one of cute/horror and more subtly introduce elements of the other rather than cancerously mashing both together. I understand that the style you're going for is supposed to be eclectic, but this impression would be enhanced if interfaces were easier to understand. The best way to improve the UI would be to use more normal and readable fonts, and keep the fancy fonts only for large/decorative text. Also remember to have a lot of contrast between text color and background color.

The unusual dialogue blips are distracting and weird especially at the beginning when you should be carefully introducing the player, maybe only use them occasionally for emphasis on certain lines or for joke characters.

While there are a lot of variations, the main character sprite is mediocre in my opinion, since this will be the main selling point of the game I think it's worth improving your art style.

The minigames are interesting and there's quite a variety of crazy things you can do, this part was done well. I wonder if there could be something more to this game, like some kind of long-term goal to justify what you're doing and to make her feel more like a real character you're torturing rather than a sprite with rapidly fluctuating statuses. Games like Needy Girl Overdose have day phase cycles and long-term progression, I think this game is missing something like that. Also, it could add to the sense of reality if you added a location system so she can travel to different places, and maybe she has to do other things during the day like eat and sleep and isn't always available to smoke weed or be shot in the head. Something basic and crude could still add a lot, it doesn't have to be like NGO.

It's more like seeing someone outside the gym looking through a window and mimicking the exercises with no weights while recording on their phone. I don't think he's learned here anything other than that this was a pointless exercise. He should probably do actual game jams and try to make something unique.

Just because it's made in 2 weeks doesn't mean your game has to be generic and uninspired. Feels like you're cargo culting successful developers or just doing this for the sake of a Youtube video, the shorter projects of successful developers you mentioned were experimental in an interesting way. This game doesn't try to do anything unique as far as I can tell and has no reason to exist. I had no idea how to progress and couldn't kill a single enemy or afford a weapon. One thing I liked was that you didn't waste my time in the intro and immediately let me start playing, but everything else felt like a waste of time.

Needs better camera controls

Trivial

Retro games didn't have chromatic aberration or mixels or input lag or bugs