Player Foundry
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playerfoundry.bsky.social
Player Foundry
@playerfoundry.bsky.social
I teach game dev & design. New to BlueSky and YouTube, so be patient while I make more content, and don't forget to follow me here, and subscribe on YouTube!
https://www.youtube.com/@PlayerFoundry
https://discord.gg/AeeswbGE4V
Make it a horse sized duck, and cash in on reddit!
March 4, 2025 at 2:21 PM
True, but if it were actually one at a time like this, it would be amazing.
March 4, 2025 at 2:19 PM
Their status page looks ok... status.lemonsqueezy.com
No problems detected. | Lemon Squeezy Status
status.lemonsqueezy.com
March 2, 2025 at 8:42 PM
Great! Then you could telegraph stuff with a consistent pattern, but then in this level, switch it up to pull the rug... Maybe highlight that something is happening, but make them focus on something different. They'll try to prepare & the rug pull will feel like less of a trap & more of a mind game.
February 28, 2025 at 4:20 PM
Part 5! If you do something like the above comments mention, you'll give your players a nice flow to the experience, an easier way to understand where they went wrong after failing, and it'll really help with the dopamine hit when they understand the problem.
February 28, 2025 at 3:45 PM
Part 4! Bonus points if the call to action is something you re-use in your game. Think about how certain iconic games use a specific color, or animation, or object in their games (The last of us and Uncharted's use of the color Yellow is my to go to for explaining this).
February 28, 2025 at 3:43 PM
Part 3! It doesn't need to be too obvious as to make it easy, maybe some blocks blink, or maybe there's a slight color shift, or a camera shake. But let them know something is about to happen, and build their expectation that they need to be ready to take action.
February 28, 2025 at 3:41 PM
Part 2! So let's talk about what the user actually sees here. Developers will often miss this, and players get confused. You see the part where the player falls through the path at the end? If you warn the player, they'll be prepared for evading action, and wont feel sucker punched.
February 28, 2025 at 3:40 PM
Part 1! Excellent - So, first off, congratulations on making something that looks so amazing. Isometric games speak to my soul for some reason, you've clearly spent a lot of time making this, and the floating path mechanic is a nice touch for keeping a player engaged, I LOVE the idea.
February 28, 2025 at 3:36 PM
Hey @mazestalker.bsky.social - You open to some advice on this game mechanic? I love the concept, and have some thought on how to make it a little more polished for players. Figured I'd ask permission before I jump in here, especially if you aren't looking for feedback yet!
February 28, 2025 at 3:34 PM
Not sure if I missed you mentioning this, but this really reminds me of a game I loved when I was growing up, named "Super Thunder Blade"

It looks great, and if it was inspired by STB, then you've really captured it well!
February 27, 2025 at 3:07 AM
This looks so beautiful - excellent work!
February 27, 2025 at 3:00 AM
Oh wow. Actual footage of me.
February 27, 2025 at 2:59 AM