The only thing Thomas taught me today is that he sucks at playing video games. Which is some what of an advantage, because he can usability test for casual gamers himself
Let’s have more of these. Reviewing demos is an endless source of RUclips content, and a productive one for your audience. In future streams please break your scores into categories, for example: visuals vs mechanics, or how well did they score on each of the trinity hooks? Very helpful to focus on specific, actionable suggestions.
I thought I had seen that short snow game before because it looked so familar. Then I realized it was actually a walking simulator made entirely by the asset store. Most of those assets were used by Lixian in a video a few years ago actually. Which is ironic because that asset pack has snow cloud particles premade in it. Which Lixian showed off in his video. Which is also something Thomas said the "game" needed. It's a very ironic situation.
I haven't played any of these and didn't watch his final reviews. Just going off the gameplay in this video. 1. Ronnys Climb - Literally amazing. Honestly not a lot to say or change here. Great platforming, you bring on/introduce new mechanics over time. It seems well designed, thought-out. Would've loved to see more to see if there were any actual issues but from what I could see everything looked great. 10/10. 2. Prophecy. The game needs a lot of work. But imho, not with what Thomas was saying. What the game needs is better direction. Too much is unclear. You saw how rough of a time he had with just figuring out how to get the key at the beginning of the game. Why is that? Lack of direction. You can fix this in many ways. Maybe you add a little flash of light, or a flickering light. Maybe add a sound. Sure the guy in the game says to go to the shed. But how does the player playing this for the first time know where that is? Given that the flashlight IS SO DIM, they'll wonder around and probably quit and never look at your game again before they even get the key. This is a HUGE problem. 1, increase the brightness of the flashlight, not a lot. But... I've never had a flashlight that dim unless its batteries were quite literally almost dead. It doesn't need to be some 50,000 candela light. Just... Something reasonable. 2, add better direction. Like I said, a sound cue, flickering lights. Something that will lead the player to look that way and go, oh, maybe I should go over there. You can also fix this with level design. You know how some times, games will have something happen where your character is forced to go in a certain direction? Something falls over and blocks a path, leaving you with only 1 way to go. Whatever. And sure, you want it dark and moody. But it doesn't need to be pitch black. That isn't fun, or good game design. Might sound mean but I promise I don't mean it that way. And it doesn't have to be a constant thing, too much of it can be ... Annoying. You will need to find a balance. There's not really a formula because it really depends on the game, and whats happening in the game. Also, another good example, the crowbar. What do you do as the game dev with the crowbar? You just have to hope that the player hovers their mouse over the boards? What if they never do that? What if they never look at what they're supposed to look at. They will LITERALLY never find that. Also, the text that comes up on the screen for things to do. Put that on the UI in some way/shape or form. People miss that shit, like he showed. He missed the whole "Press right click to use keys". If someone misses it, what do they do? Just replay the entire thing? It's just another case of bad design. Either keep it on the screen, or make sure the player KNOWS how to do a mechanic before the information for that mechanic is gone (Varies on the game, this isn't something that ALWAYS has to be done but obviously, here, it needs it). Keep those things in mind. You can never expect the player to do exactly what you want to do. I could go on and on, there is much more that needs to go into this but that should be enough to get you on the right track. 3. Darkenstein. The dialogue is a bit much. You dont need a massive text dump, even if its voice acted. People will just skip, especially if it's not interesting. You can try to add humor, but honestly, just find a way to condense it. 2... MAYBE 3 dialogues in total. But especially if it's slow paced, it only makes it worse. Turn down the audio for the dogs growling in the background. It's just on a constant loop. It's extremely annoying. Either get rid of it, turn it down (Like WAY down), or have it only play a certain amount of times. Same thing with Prophecy. The direction isn't AS bad. But it's still not great. Although I do think a lot of this was with his playing. I kept wanting to scream at the monitor to tell him to press the F key, because he keeps missing details that show up on the screen. Like I mentioned with prophecy, you can't expect people to actually pay attention. You need to assume they're going to miss something. So, introduce something in the game, in some way, shape or form... Where they HAVE to use that mechanic. Maybe the soldier gives the player the flashlight, tells the player that he should use the flashlight to break down whatever wall, blah blah blah. I would agree that the specular and bump maps are actually hurting the game, not helping. Especially when it comes to the lighting. You have a lot of dark, with very bright, directed lights in very focused areas. It's rough to look at. You should also look at better lighting throughout the level, not that the whole level needs to be lit up like a christmas tree. But having things be pitch black is, generally quite bad. Sure, the games name is "Darkenstein" but you shouldn't be fighting the game to play. If you are fighting the actual design of the game, you're spending less time fighting the enemies inside of it if that makes sense. The whole, high poly count, low poly count, it's not as big of a deal. There are MUCH bigger, fundamental design issues that need to get fixed more than a high poly model vs a low poly model. 4. Blessed Burden. Movement, color palettes, and overall design is really quite good. I'm not sure if there is MORE to the game. If the entire game is just what is shown in the demo, just running around collecting some times, getting to the end of the level... Rinse and repeat. I would say then there needs to be more of a core gameplay loop. It's kind of like a speed running platformer? Which if that's its' entire purpose, I suppose that's fine. However, you would need to really ramp up the difficulty at some point. I just think there needs to be a bit more depth to the gameplay and something other than just running to the end of the level avoiding traps/falls. But honestly, everything else is great. There's a great base for a game. Just needs more depth. Also talking about music, I wouldn't reccomend having some fast paced action packed music every second of every level... It's gonna get old and annoying very fast. You'll see this a lot with more inexperienced indie devs. It's bad. Don't do it. I don't know what his fascination is with it (No offense, I think its kinda funny). Having a little bit here and there is fine. BUT given how short the levels are in the game... I would reccomend against it. Or if you do go with having some music like that, don't have it blasting for the entire level, every level (Obviously it wouldn't be the same track). Even having some little bits of music, for an intro, or exit, or maybe a big reveal wouldn't really work imo for this type of game given its pace. It causes a lot of conflict and will lead to either burnout or annoyance.
54:00 agree about the music and need for motivation. The doom guy motif is a little overplayed but so fun. I respect the creator may be wanting to do something new and interesting and bleak, but if was just the gods fearing you, and you were jumping in there with the motivation of crushing them as they try to patronize you and turn you away, try to get you to doubt pushing forward as they throw more and more pain at you and mock you, but also hint that they're terrified here and there as you push forward suffering be damned, with that pumped up music, it would really pull us into the game.
Prophecy rating, I would say 6.5, really spooky, imagine if it were in a snowy biome, those really spoke me out, some fog, reduce the visibility, and probably add rats running around( you could do that with splines) that might trigger the players emotions.
These are extremely valuable feedback, especially after playing so many games back to back, one would definitely start having decision fatigue, and that's when there is no sugarcoating
I don’t think Thomas was too harsh in most of his critiques. However, I found it a bit odd that he focused so much on the use of assets, considering that’s something he often advocates for. That said, I was glad to see him eventually address the importance of ensuring cohesion between the assets. I can understand how the perceived mixed messaging might be confusing for people who are newer to the space. Overall, it was a very fair review of these games, and I’d love to see more of this kind of analysis. There’s a lot to learn from examining what others do well and where they fall short.
57:00 No controller requirements for Steam games. Forget it. Weird Flickers: your demo gets uninstalled immediately. Use Windowed if your engine messes this up. Data collection: Do it as an explicit opt in. Dont force the choice, make a checkbox somewhere so people can _offer_ their data.
Short snow was really weird how you’d get items from places those items shouldn’t be at. Thomas pulled OJ out of a drawer and later grabbed a box of cereal from a dead body, but no idea how that body got there or how the mc got there either. Creator needs to explore the story he’s trying to tell and fix the inconsistencies in his game. I think his problems could be fixed though, I don’t think this game is a lost cause.
It's really great that you take your time to review people games while others might not do it because of their time or something.That's why some things you do is unique from the other game dev guru
5. Lonely Mountains Snow Riders. I would say Thomas' points are pretty valid. Bringing up data usage, especially in a demo is ... Weird. Not gonna lie. Issues playing or launching is obviously a problem... and constantly pushing to use a controller is annoying. Bring it up once, TOTALLY fine. Bring it up 3.. 4 times. Ya. That's an uninstall. The visual issue with the game minimizing (I think that's what was happening?)... I've had stuff like that happen before when I was on an AMD GPU with some games in the past. Not sure what hardware he has but something to look into. Gameplay wise, it seems fine? This isn't really my type of game, and not something I would spend any money on personally. It's decent looking. I personally like the simple stylized character and customization. Given that you're looking at it from a distance when playing the game, it does kind of make some customizations a moot point but it's not a big deal and still worth keeping especially if there's some MTX involved (Which I would assume is the case here). But there really isn't a whole lot to go off since Thomas didn't play much obviously. Audio was ok. The death was pretty ... Uneventful. Not that the character needs to explode after hitting a rock. But make it a little bit more impactful. Just give it a little more umph. But nothing too over the top as this seems like more of just a casual relax and chill type game. 6. Whisper Mountain Outbreak. The minimap is an issue. You should at the very least give the option to have it rotate w/ the player. I'm not sure if the horde had anything to do with the lock picking or if it was a timed thing, or triggered by something else. If it was because of the lock picking, you can look at potentially having some cue's like the sound of a bunch of zombies behind it. Although if you want it to be more of a jumpscare or shock to the player, and more difficult/challenging... That's a choice, however, you could wind up losing people to this. Especially if it happens a lot. People could see the mechanics as cheap. And if it happens to much, it's just repetitive and obvious. Personally, I wouldn't have an issue with it myself but when you're looking at the average gamer... It could potentially be an issue depending on how frequent it happens. Especially if you lose your loot (Not sure if that's a part of the game or not, just throwing it out there). But it looks great, even though it is a BIT dark for my taste. It's not bad! Would've loved to see how guns work in the game. Maybe you have some reload mechanics, or how you handle guns and their damage/balance. I think it's fine. Not bad. Honestly not a ton to say, seems decent. Good work. I love 2.5d games. 7. Short Snow. Thomas clicked "Run away" when he thought he clicked help him. Not sure if he realized that, but this shows something. You should emphasize what it is the player is picking. It needs to be EXTMEMELY obvious what the player is picking. Highlight it. Have an arrow. Make the text bigger. Gray out the other one. Whatever. Find something to makes it OBVIOUS without a reasonable doubt what it is the person is picking. Once again. Make sure it's obvious. There's plenty of games and or UI elements where people can't tell if something is on or off. Plenty of videos online covering this. The house interior needs a lot of work. The textures on the walls, the ceiling, they're all over the place. Literally look at a real house, use that as an example and you'll be far better off. It's rough to look at. And when you open drawers/cabinets whatever, give some information that the player already looted it (As long as there's no loot still inside). Otherwise they could wind up looting the same thing over and over. The snow sound is ... Not great. It's very repetitive. Not sure what this was made in, but look into changing the pitch every time the sound gets played (Just slightly), that with just even 2 or 3 variations will make any sound infinity better when its played in game. Especially if it's something you hear a lot. The radio doesn't make any sense, who is he talking to? Is he talking to the woman in the cell? Did she have a radio? They didn't even know each other, how would they know how to communicate with one another, or if their radios were even on the same frequencies. If this is a story/narrative driven game... There is A LOT missing. Which, may be because it's a demo. That's possible. But if that's the case, then this is a bad section to showcase off the demo. The voice acting is rough. BUT not a deal breaker. Plenty of games have mediocre voice acting. But there's nothing in the demo that makes me want to play more. The story isn't engaging at all. A lot of what goes on is very confusing, it's all over the place. It needs clear direction and more focus on whats important.
It's tough to give a game a score/review when you don't actually read anything and you skip over instructions. The dev put them there to guide you, and so it's not their fault you don't know how to do something because you skipped through it. HOWEVER, this is exactly how a consumer would interact with a game. They don't want to read a novel in a tutorial, they just want to have fun. SO, I do think what you're doing here is very valuable because you point out why the games aren't capturing your attention and keeping you engaged. Maybe instead of giving it a score, just point out what they do well and what could be done better
We’re are the real games to do reviews on WTF IS THIS MAN wtf man… I can be honest the only guy who had a decent game was that hong kong top down shooter an that barely makes the cut
I’d love to see more of these
The only thing Thomas taught me today is that he sucks at playing video games. Which is some what of an advantage, because he can usability test for casual gamers himself
"Press space to kick"
"No instruction"
I really do! I'm a good tester, for sure.
Thomas is kinda a good voice actor for a game, who agrees
Let’s have more of these. Reviewing demos is an endless source of RUclips content, and a productive one for your audience. In future streams please break your scores into categories, for example: visuals vs mechanics, or how well did they score on each of the trinity hooks? Very helpful to focus on specific, actionable suggestions.
I thought I had seen that short snow game before because it looked so familar. Then I realized it was actually a walking simulator made entirely by the asset store. Most of those assets were used by Lixian in a video a few years ago actually. Which is ironic because that asset pack has snow cloud particles premade in it. Which Lixian showed off in his video. Which is also something Thomas said the "game" needed. It's a very ironic situation.
In a spooky game, story can be a pretty nice hook, but I kinda..think visuals comes first???
@@Tony-q4b1p then it has to be scary visuals, not just a farmhouse at night with 0 things popping off
I haven't played any of these and didn't watch his final reviews. Just going off the gameplay in this video.
1. Ronnys Climb - Literally amazing. Honestly not a lot to say or change here. Great platforming, you bring on/introduce new mechanics over time. It seems well designed, thought-out. Would've loved to see more to see if there were any actual issues but from what I could see everything looked great. 10/10.
2. Prophecy. The game needs a lot of work. But imho, not with what Thomas was saying. What the game needs is better direction. Too much is unclear. You saw how rough of a time he had with just figuring out how to get the key at the beginning of the game. Why is that? Lack of direction. You can fix this in many ways. Maybe you add a little flash of light, or a flickering light. Maybe add a sound. Sure the guy in the game says to go to the shed. But how does the player playing this for the first time know where that is? Given that the flashlight IS SO DIM, they'll wonder around and probably quit and never look at your game again before they even get the key. This is a HUGE problem. 1, increase the brightness of the flashlight, not a lot. But... I've never had a flashlight that dim unless its batteries were quite literally almost dead. It doesn't need to be some 50,000 candela light. Just... Something reasonable. 2, add better direction. Like I said, a sound cue, flickering lights. Something that will lead the player to look that way and go, oh, maybe I should go over there. You can also fix this with level design. You know how some times, games will have something happen where your character is forced to go in a certain direction? Something falls over and blocks a path, leaving you with only 1 way to go. Whatever. And sure, you want it dark and moody. But it doesn't need to be pitch black. That isn't fun, or good game design. Might sound mean but I promise I don't mean it that way. And it doesn't have to be a constant thing, too much of it can be ... Annoying. You will need to find a balance. There's not really a formula because it really depends on the game, and whats happening in the game. Also, another good example, the crowbar. What do you do as the game dev with the crowbar? You just have to hope that the player hovers their mouse over the boards? What if they never do that? What if they never look at what they're supposed to look at. They will LITERALLY never find that. Also, the text that comes up on the screen for things to do. Put that on the UI in some way/shape or form. People miss that shit, like he showed. He missed the whole "Press right click to use keys". If someone misses it, what do they do? Just replay the entire thing? It's just another case of bad design. Either keep it on the screen, or make sure the player KNOWS how to do a mechanic before the information for that mechanic is gone (Varies on the game, this isn't something that ALWAYS has to be done but obviously, here, it needs it). Keep those things in mind. You can never expect the player to do exactly what you want to do. I could go on and on, there is much more that needs to go into this but that should be enough to get you on the right track.
3. Darkenstein. The dialogue is a bit much. You dont need a massive text dump, even if its voice acted. People will just skip, especially if it's not interesting. You can try to add humor, but honestly, just find a way to condense it. 2... MAYBE 3 dialogues in total. But especially if it's slow paced, it only makes it worse. Turn down the audio for the dogs growling in the background. It's just on a constant loop. It's extremely annoying. Either get rid of it, turn it down (Like WAY down), or have it only play a certain amount of times. Same thing with Prophecy. The direction isn't AS bad. But it's still not great. Although I do think a lot of this was with his playing. I kept wanting to scream at the monitor to tell him to press the F key, because he keeps missing details that show up on the screen. Like I mentioned with prophecy, you can't expect people to actually pay attention. You need to assume they're going to miss something. So, introduce something in the game, in some way, shape or form... Where they HAVE to use that mechanic. Maybe the soldier gives the player the flashlight, tells the player that he should use the flashlight to break down whatever wall, blah blah blah. I would agree that the specular and bump maps are actually hurting the game, not helping. Especially when it comes to the lighting. You have a lot of dark, with very bright, directed lights in very focused areas. It's rough to look at. You should also look at better lighting throughout the level, not that the whole level needs to be lit up like a christmas tree. But having things be pitch black is, generally quite bad. Sure, the games name is "Darkenstein" but you shouldn't be fighting the game to play. If you are fighting the actual design of the game, you're spending less time fighting the enemies inside of it if that makes sense. The whole, high poly count, low poly count, it's not as big of a deal. There are MUCH bigger, fundamental design issues that need to get fixed more than a high poly model vs a low poly model.
4. Blessed Burden. Movement, color palettes, and overall design is really quite good. I'm not sure if there is MORE to the game. If the entire game is just what is shown in the demo, just running around collecting some times, getting to the end of the level... Rinse and repeat. I would say then there needs to be more of a core gameplay loop. It's kind of like a speed running platformer? Which if that's its' entire purpose, I suppose that's fine. However, you would need to really ramp up the difficulty at some point. I just think there needs to be a bit more depth to the gameplay and something other than just running to the end of the level avoiding traps/falls. But honestly, everything else is great. There's a great base for a game. Just needs more depth. Also talking about music, I wouldn't reccomend having some fast paced action packed music every second of every level... It's gonna get old and annoying very fast. You'll see this a lot with more inexperienced indie devs. It's bad. Don't do it. I don't know what his fascination is with it (No offense, I think its kinda funny). Having a little bit here and there is fine. BUT given how short the levels are in the game... I would reccomend against it. Or if you do go with having some music like that, don't have it blasting for the entire level, every level (Obviously it wouldn't be the same track). Even having some little bits of music, for an intro, or exit, or maybe a big reveal wouldn't really work imo for this type of game given its pace. It causes a lot of conflict and will lead to either burnout or annoyance.
41:00 Blessed Burden is a great inspiring game for an indie dev like myself i admire the color theory as well.
1:00 best game ever, I love it
54:00 agree about the music and need for motivation. The doom guy motif is a little overplayed but so fun. I respect the creator may be wanting to do something new and interesting and bleak, but if was just the gods fearing you, and you were jumping in there with the motivation of crushing them as they try to patronize you and turn you away, try to get you to doubt pushing forward as they throw more and more pain at you and mock you, but also hint that they're terrified here and there as you push forward suffering be damned, with that pumped up music, it would really pull us into the game.
Prophecy rating, I would say 6.5, really spooky, imagine if it were in a snowy biome, those really spoke me out, some fog, reduce the visibility, and probably add rats running around( you could do that with splines) that might trigger the players emotions.
These are extremely valuable feedback, especially after playing so many games back to back, one would definitely start having decision fatigue, and that's when there is no sugarcoating
I don’t think Thomas was too harsh in most of his critiques. However, I found it a bit odd that he focused so much on the use of assets, considering that’s something he often advocates for. That said, I was glad to see him eventually address the importance of ensuring cohesion between the assets. I can understand how the perceived mixed messaging might be confusing for people who are newer to the space. Overall, it was a very fair review of these games, and I’d love to see more of this kind of analysis. There’s a lot to learn from examining what others do well and where they fall short.
57:00 No controller requirements for Steam games. Forget it. Weird Flickers: your demo gets uninstalled immediately. Use Windowed if your engine messes this up. Data collection: Do it as an explicit opt in. Dont force the choice, make a checkbox somewhere so people can _offer_ their data.
This is a great content format, make more of these pleease
"If you're gonna make a retro game remove all the specular data and normal maps"
Lost in vivo would like a word with you lmao.
I love when he makes the sound effects by himself 😂
Short snow was really weird how you’d get items from places those items shouldn’t be at. Thomas pulled OJ out of a drawer and later grabbed a box of cereal from a dead body, but no idea how that body got there or how the mc got there either. Creator needs to explore the story he’s trying to tell and fix the inconsistencies in his game. I think his problems could be fixed though, I don’t think this game is a lost cause.
I have lonely mountains: downhill and :Snow Riders. Loved Downhill, havent had any issue with Snow Riders.
7 Years of game development and I never created a 2D game only 3D, is that a good thing?
it was probably a physics-based skiing, that's why so slow, ie. process-heavy.
It's really great that you take your time to review people games while others might not do it because of their time or something.That's why some things you do is unique from the other game dev guru
5. Lonely Mountains Snow Riders. I would say Thomas' points are pretty valid. Bringing up data usage, especially in a demo is ... Weird. Not gonna lie. Issues playing or launching is obviously a problem... and constantly pushing to use a controller is annoying. Bring it up once, TOTALLY fine. Bring it up 3.. 4 times. Ya. That's an uninstall. The visual issue with the game minimizing (I think that's what was happening?)... I've had stuff like that happen before when I was on an AMD GPU with some games in the past. Not sure what hardware he has but something to look into. Gameplay wise, it seems fine? This isn't really my type of game, and not something I would spend any money on personally. It's decent looking. I personally like the simple stylized character and customization. Given that you're looking at it from a distance when playing the game, it does kind of make some customizations a moot point but it's not a big deal and still worth keeping especially if there's some MTX involved (Which I would assume is the case here). But there really isn't a whole lot to go off since Thomas didn't play much obviously. Audio was ok. The death was pretty ... Uneventful. Not that the character needs to explode after hitting a rock. But make it a little bit more impactful. Just give it a little more umph. But nothing too over the top as this seems like more of just a casual relax and chill type game.
6. Whisper Mountain Outbreak. The minimap is an issue. You should at the very least give the option to have it rotate w/ the player. I'm not sure if the horde had anything to do with the lock picking or if it was a timed thing, or triggered by something else. If it was because of the lock picking, you can look at potentially having some cue's like the sound of a bunch of zombies behind it. Although if you want it to be more of a jumpscare or shock to the player, and more difficult/challenging... That's a choice, however, you could wind up losing people to this. Especially if it happens a lot. People could see the mechanics as cheap. And if it happens to much, it's just repetitive and obvious. Personally, I wouldn't have an issue with it myself but when you're looking at the average gamer... It could potentially be an issue depending on how frequent it happens. Especially if you lose your loot (Not sure if that's a part of the game or not, just throwing it out there). But it looks great, even though it is a BIT dark for my taste. It's not bad! Would've loved to see how guns work in the game. Maybe you have some reload mechanics, or how you handle guns and their damage/balance. I think it's fine. Not bad. Honestly not a ton to say, seems decent. Good work. I love 2.5d games.
7. Short Snow. Thomas clicked "Run away" when he thought he clicked help him. Not sure if he realized that, but this shows something. You should emphasize what it is the player is picking. It needs to be EXTMEMELY obvious what the player is picking. Highlight it. Have an arrow. Make the text bigger. Gray out the other one. Whatever. Find something to makes it OBVIOUS without a reasonable doubt what it is the person is picking. Once again. Make sure it's obvious. There's plenty of games and or UI elements where people can't tell if something is on or off. Plenty of videos online covering this. The house interior needs a lot of work. The textures on the walls, the ceiling, they're all over the place. Literally look at a real house, use that as an example and you'll be far better off. It's rough to look at. And when you open drawers/cabinets whatever, give some information that the player already looted it (As long as there's no loot still inside). Otherwise they could wind up looting the same thing over and over. The snow sound is ... Not great. It's very repetitive. Not sure what this was made in, but look into changing the pitch every time the sound gets played (Just slightly), that with just even 2 or 3 variations will make any sound infinity better when its played in game. Especially if it's something you hear a lot. The radio doesn't make any sense, who is he talking to? Is he talking to the woman in the cell? Did she have a radio? They didn't even know each other, how would they know how to communicate with one another, or if their radios were even on the same frequencies. If this is a story/narrative driven game... There is A LOT missing. Which, may be because it's a demo. That's possible. But if that's the case, then this is a bad section to showcase off the demo. The voice acting is rough. BUT not a deal breaker. Plenty of games have mediocre voice acting. But there's nothing in the demo that makes me want to play more. The story isn't engaging at all. A lot of what goes on is very confusing, it's all over the place. It needs clear direction and more focus on whats important.
Whisper Mountain is the one for me from this list. I'm really digging the art style and the vibe. Only thing is that I feel like I'll hate the camera
Darkenstein needs work, a whole lot of work, I wish the main menu kinda,...um follows the way the gameplay is
these are my favorite videos !
How many here are high school students who take their game dev hobby to be more than just a hobby?
I think you have to use HDRP for the Unreal look
Few pretty nice games and great video.
please tell me how to make procedural dungeons
Really nice stream. Looking forward to more streams 👌
It's tough to give a game a score/review when you don't actually read anything and you skip over instructions. The dev put them there to guide you, and so it's not their fault you don't know how to do something because you skipped through it.
HOWEVER, this is exactly how a consumer would interact with a game. They don't want to read a novel in a tutorial, they just want to have fun. SO, I do think what you're doing here is very valuable because you point out why the games aren't capturing your attention and keeping you engaged.
Maybe instead of giving it a score, just point out what they do well and what could be done better
Correct. I'm not gonna read prompts. Gamers tend to only learn by DOING.
More of this!
Why did you make the bear do a line of coke at like 8:15 ?
Damn just saw braveboy;< looks dope
Thomas would you look over my 104 page game desing document and give me feedback before i start my development journey?
Or will i need to make a demo to get the opinion of The Great Thomas Brush?
Cool stuff ❤
Guys, I've finally decided,
I using unreal engine for the first time to make my newest fantasy open- world project
Lol yea advance combat is about to take place the deer is going to swing around his antlers 😂😂😂😂😂is this a joke bro
Nice
We’re are the real games to do reviews on WTF IS THIS MAN wtf man… I can be honest the only guy who had a decent game was that hong kong top down shooter an that barely makes the cut