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BergerMiester

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A member registered Feb 07, 2021 · View creator page →

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Our pipeline suffered a similar fate, with there only being one dedicated artist while the other two programmers worked on the systems. It made testing out how things would look pretty tricky, and with only 2 people being on the engine throughout development it made it tricky to keep team morale up with making progress.

First off, sick itch page, I love this look

And great job on the game! It's great to see a completed project, and I'll definitely be checking it out later on the week! Great work and have a great summer!

Very glad to see progress is going so well. Even with minor problems being left, you all should be immensely proud with that being the state of the game at the finale of gamification. Can't wait to see what you all made for the showcase!

Glad to see you guys recovering from a bumpy start. That kind of stuff can discourage a team, so to see you guys trudge through that is great.

I defenitely get the awkwardness of the two playtests being so close to each other. We don't really have time to implement future features and focus on responding to feedback and getting our builds ready for the next build.

Also, I did not think about that solution for monitors and UI. It's a great idea and I never thought to think about that when it came to our game. Funnily enough we did lock it to 1920x1080, so that's a funny coincidence. 

Glad to see that you're moving along smoothly in your game. That point where you look back at what you did and can say "yea we did some good progress" is invaluable in keeping a team moving forward. That's HYPE.

gyatt daaaayuuuum, this is pro skbidi 

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Damn stand proud, that's crazy. :)

nah fr tho, it's sick you went back to the previous semester to answer some unanswered questiones to ur game, we did da same thing, ya know. It's great that you had a solid protoyte ready for submission 

Yea man I hear you

Hello Lucy!

It's great to hear the amount of progress your team is making! It's great to hear that you've figured out the team structure and plan moving forward. Setting deadlines and sticking to it is important for getting a game done.

Hi Ben!

You're right, Kanban Boards are very important and very useful and also very cool. I hope you have a great life bud!

Hey Lucy!

I totally relate to the laziness you experience, it is something I had to work my schedule around. Giving yourself extra days to chunk away at big tasks is smart, since it allows for room of error.

I also wish that my game idea could have taken from other topics as well. I noticed that my themes could have included other topics within the gameplay. I've been thinking a lot about iterative design as well. It isn't something that I've thought about a lot until now, but it is something that's key to good game design, and I want to try to practice this extensively myself during our game.

It's incredibly wise to start with a game idea that begins small in scope so the core ideas can expand with your team. That's one of the main lessons I've got from last years class. That was also very fortunate since it allowed for you to present within the 3 minute limitation.

I'm glad to hear you guys started documentation. I wish you and your team the best of luck!

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Hey Ben!

I never looked at the reduced time to present being something we could encounter in the industry, but that is something that we as designers need to definitely be prepared for. The industry is a chaotic place so we, unfortunately, have to adapt to that chaos. Scoping was something Druckmann mentioned in my pitch as well, so I wonder if scoping down will be something we hear regardless of the pitch. Out openness to downscoping shows our adaptability to potential publishers, I'm guessing?

Hey Brandon

I like the focus on Cyber-warfare and hacking. It isn't something I know much about so reading this made me really hyped. Also all the gameplay implications that come from hacking with a focus on narrative makes me see gameplay that isn't typical action, so I'm excited to see where you'll take it from here.

Hey Joey

I like how you're taking comparison into account for gameplay and research. When it comes to social media bullying is a topic that comes up a lot but how comparison can lead to positive, twisted or negative perceptions of ourselves isn't something I see talked about, and it can sort of lead to bullying as well through jealousy or things like that. I like the game idea, reminds me of this demon game or something, I think it was mario

Hey Lucy

Misinformation is a seriously huge issue. With how easy it is to spread falsehoods and gain a following through said falsehoods, dangerous ideologies could gain power and inflict serious harm. Especially with AI bringing images into a realm of doubt that has never existed before.

I love the game idea that you're going with. Being the one that keeps an entire kingdom together while also trying to figure out which is truth and which is lie sounds like an extremely intensive and high-management game. I can't wait to see what you make!

EEEYYYYYYOOOOOOOO this game was fun! It was a very simple concept and rushing around trying to find the bait AND having to catch it kept a smile on my face the whole time. I love the art style and environment, the fish is a very cute but stylish Fiish. The camera was the only thing that was difficult at first, and since it can escape the game window you can exit out of the game very easily. I'm assuming you go to the Game Over screen no matter what, since I only bit down on fake bait in one run, but if it isn't that then the win condition is unclear.

Also there's some raw ass tech where you can take bait from one line and your Fiish will be at another bait instantly, so you can chain baits! It was awesome, and it made the idea of having no negative penalty when biting down into fake bait way more impactful.

Really great job and I can't wait to see what you all do with this game!