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Thread 712513204

16 posts 4 images /v/
Anonymous No.712513204 >>712514748 >>712517029 >>712519725 >>712520561 >>712521476 >>712522669
why do so many indie games look and play like this?
topdown action roguelite fatigue?
are indies forgiven when it comes to lack of creativity and effort? these topdown games all look the same and play the same.
Anonymous No.712513931 >>712516095
probably some code asset for this that makes it easy for retards to make.
I've never understood the appeal of a retro look but then you and enemies don't move on a grid. Feels uncanny. Even more uncanny when there's super juicy effects that wouldn't be possible on the SNES or whatever.
Anonymous No.712514748
>>712513204 (OP)
1. The overwhelming amount of indie games are the dev's first project.
2. Programmer art.
Anonymous No.712515907 >>712516013
Anonymous No.712516013
>>712515907
What do you think they're sliding? The switch 2 being shit?
Anonymous No.712516095 >>712516492 >>712517660
>>712513931
>but then you and enemies don't move on a grid.
Uh, anon.
That's not how it worked back then either.
Even Zelda 1 didn't require you to move strictly on the tile grid.
Anonymous No.712516492 >>712517660 >>712522610
>>712516095
I guess I mean pixel-based? There's some way that modern retro-style indies just look wrong. Like they're perfectly smoothly moving over the background instead of having to exist in a pixel grid. I dunno I'm not a dev.
Anonymous No.712517029 >>712517236
>>712513204 (OP)
The reality is that most indie devs have no idea why they're doing this shit either, outside of some vague "vibes" notion that really doesn't mean anything.
The result is that the foundation of the majority of indie games is nothing more than unclear slush, a mélange of elements mixed into a bowl without purpose or even an understanding of why you'd put [component A] into a game but not [component z].
Go back a few decades to the arcade era of gaming and you'll notice that this same "fatigue" isn't really a problem because just about everything on the arcade floors understood why each ingredient went into each game. This wasn't luck - it was out of pure necessity, because one wrong design choice would immediately, brutally, and ruthlessly see your game fail against the crowd of other games with good core design. Game developers were like well-trained chefs at Michelin-starred restaurants and knew just how a game would "taste" before ever even putting its ingredients together. They also had much clearer goals in mind due to the restriction of the format (get players on the cab and trained quickly, then get them off the cab quickly through intense gameplay) which necessitated great, focused, purposeful design.
Anonymous No.712517236
>>712517029
that's a lot of meaningless word vomit to say "newbies don't know what they are doing with their artwork. more experienced developers do and will create more appealing designs"
Anonymous No.712517660
>>712516095
>>712516492
nta but i think he means going strictly using A* pathfinding like what you see in diablo 1
Anonymous No.712519725
>>712513204 (OP)
speen
Anonymous No.712520561
>>712513204 (OP)
soulless
Anonymous No.712521476
>>712513204 (OP)
>Furry MC.
All these ultra horny furry game devs can't keep their dick inside their pants.
Anonymous No.712522610
>>712516492
They set the game to render at a higher resolution which results in smoother motion and more accurate rotation, and allows for higher quality visual effects. It can be bizarre when trying to go for a completely retro look.
Anonymous No.712522669 >>712522924
>>712513204 (OP)
I fucking wish there was a vampire survivors clone tag, these being 'bullet hell' makes no sense.
Anonymous No.712522924
>>712522669
People have been calling them survivor-likes from what I've seen.