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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 72118b577be6ba8⋯.jpg (8.08 KB,100x100,1:1,classics.jpg)

5437d2 No.31781

Topic for little touches you can make to immediately make your game seem better, especially things you might not notice at first. One example, and probably the best thing I can think of, is text noises. For some reason, a lot of people forget them.

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400972 No.31788

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5437d2 No.31789

>>31788

the devil is in the [lack of] detail

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bb970b No.31826

Here are some things that I think instantly make your game better, and it shows to anyone considering your game:

>Effort put into the assets

In other words, try not to have your game have shitty repetitive music, grating sound effects, pixelshit graphics, mobileshit graphics, or rip your graphics from elsewhere (unoriginal graphics, Unity store shit). The game should try to be unique and stand on its own.

>Don't use over-extravagant animations for everything

By this I mean don't do shit that looks like it would be in an old licensed Barbie game, a mobile game, or some other shovelware. Really, you can look at a lot of trash games for examples of what NOT to do, and this seems to be a common one. It's a dead giveaway that you're playing literal shovelware.

>A nice, consistent art style and theme

Whether it's cartoony, anime, abstract, realistic, or whatever, there shouldn't be anything that looks out of place unless it is expressly meant to be out of place. Also goes back to original graphics.

>Attention to contrast/color theory

For example, in a platformer, the foreground should be distinct from the background. A player should be able to take a quick glance at the screen and tell what can be interacted with and what can't, and in what ways. Thought should be put into how the game looks in screenshots; what is the general tone of the game, or the particular level, scene, etc? How easy is it to see or miss things during play?

>Special attention paid to controls

How the game feels is really important to if the game is fun or not. If the controls are awful, you might have a game that is only fun at specific moments in the game and shit everywhere else, like certain 3d Sonic games. Key configuration/gamepad binding built in is good too, particularly if it works with whatever you throw at it.

>Bugs have been removed and the game is stable

Some bugs are okay if they are fun and don't break the game, but everything else must be fixed. If you can find a bug almost immediately when playing blind, then you just know the game is shit because there was no effort to beta test it. The game should run smoothly as well.

>Your game isn't kuso

If the game is shit, then idiots will still be able to tell that it's shit. Unless there's something else in it for them, like story. Or political bullshit, in the case of sjws. At least we'll be able to tell it's shit.

If you don't do these, then even some people with good taste might not ever try your game, because most low-effort games are shit. It's just easy to dismiss low-effort looking games rather than look for the one fun one out of a million shitty ones.

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5437d2 No.31857

>>31826

Thanks, this is exactly the kind of stuff I had in mind.

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