[PC] [2025 maybe] An upcoming or already released intersting monster collector 2D (pixel art)

i clearly remember a similar palette of colours but brighter

https://preview.redd.it/vnkjskp9d9ah1.png?width=591&format=png&auto=webp&s=9c8bec9266f65e2a5f271fe188aa58a6ddfa8c4d

the format of the monsters was quite similar to the classic GBA/NDS pkmn, maybe even a bit more detailed, was looking quite original and with an extra touch of traditional japanese art style.

I remember that in 2024/2025 was still not released yet and im not sure it has been released yet

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u/Creative-Purple5041 — 8 days ago

Plastic Ducks World simulator : New Feature Concept update

Ho pensato di implementare delle meccaniche che permettano di farmare sia attivamente (con comandi molto simili agli RTS) che passivamente (sistema di autotarget), per poi dare la possibilità di sbloccare oggetti e nuove mappe, al momento stiamo lavorando sul garbage spawner e sul duck search and recycling system, la parte relativemente complicata è implementare il tutto senza snaturare troppo l'idea principale del gioco che era quella di dare la possibilità ai giocatori di creare background dinamici rilassanti dove ascoltare musica

Chiaramente dobbiamo rifinire il tutto non c'è nulla di definitivo, questo è solo il concept. (ma sopratutto ci serve un'interfaccia grafica a modo da implementare il prima possibile)

Se avete delle buone idee si accettano consigli e proposte

Se siete interessati a seguire il progetto ecco il Link alla pagina steam

Sinceramente non sò dove andremo a finire xD , però magari è proprio quello il bello

u/Creative-Purple5041 — 12 days ago

[PAID] I'm looking for someone specialized in KWS2 Dynamic Water System (Unity)

Hi,

I'm currently developing a realistic cozy simulation game focused on natural environments, with a strong emphasis on water and marine ecosystems.

I'm looking for a specialist with extensive experience using KWS2 (KWS Dynamic Water System) who can take ownership of all water-related aspects of the project. While I have already achieved decent results, I'm aiming for a much higher level of quality, realism, and precision than I can currently accomplish on my own.

The ideal candidate would be able to properly configure and optimize features such as waterfalls, rivers and streams, shorelines, ocean behavior, water physics, interactions, and any other systems related to the water environment. Since the sea is the central element of the game, achieving a polished and believable result is a top priority.

If you have strong experience with KWS2 and are confident in creating high-quality water systems, I would be interested in discussing the project further.

For more info please DM me so we cant talk about it.

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u/Creative-Purple5041 — 23 days ago

Mortal shell 2: Playtest summary part 2

I finally found a couple of hours to play this game a bit more.

I’m listing all the things that in my personal opinion could still be improved, so this might be useful for enhancing the game experience if this will ever reaches the developers.

Summary:

1. Narrative and lore presentation

  • UI for documents varies: the first one i found feels bland and non-immersive, after that there are others that appear different,cleaner, but suffers from extremely small, hard-to-read low resolution texts.
  • There is no unified presentation style; notes should feel like diegetic in-world documents (similar to found documents in Resident Evil), rather than generic pop-up windows.

3. UI feedback and gameplay communication

  • The 3D-attached contextual button prompt (“A” button that appears attached to the character to re-enter the carapace) feel visually inconsistent with the game’s aesthetic (more suitable for a futuristic game rather than a medieval fantasy in my opinion).
  • Death screen text is hard to read and not understandable.

4. Combat system and controls

  • A dedicated close-range attack with RB when wielding a ranged weapon would improve close-quarters control.
  • Core mechanics exist but are not always clearly communicated or readable to the player in the right moment (the tutorials must be introduced in the first minutes of the game,gradually and against weak enemies.

5. Resource system (bar/stamina/energy)

  • Ability costs are not explicitly shown (e.g. no clear “consumes X% of the bar”).
  • The endurance bar is consumed in discrete chunks rather than gradually, making it feel segmented rather than a continuous resource bar, this actually works well with endurance used for normal attacks but in this case is different because is also related in an uncommon way to abilities and ranged attacks.

6. Early-game difficulty balance

  • Certain early sections (e.g. passing the bridge encounter with two enemies and an enemy with a spear) can take a very long time for inexperienced players. This suggests a mismatch between difficulty, player onboarding, and system clarity,this could encourages the player to skip enemies rather than fight them

7. Level and enemy design originality

  • The area with dancing enemies strongly resemble Dominula, Windmill Village in Elden Ring, the enemy design and behavior feels too similar.
  • Both the narrative voice and Zhirelle’s voice (probably are the same? idk) acting feel somewhat too reminiscent of Dark Souls / Elden Ring, reducing the sense of originality.
  • Positive note: the enemy that plays the accordion is incredibly hilarious

p.s. please add the classic brightness calibration setting (with the images black and white as references)

AH i was forgetting the most important thing, start and select are probably inverted, start should open the game menu and select the options menu not viceversa

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u/Creative-Purple5041 — 27 days ago

Ho aggiunto una nuova feature al mio gioco

Mi era stato detto che era impossibile o cmq difficile da fare e invece... route tracking e fence system.

Link al gioco (early access)

Al momento si sta lavorando sul concept design di quello che dovrebbe essere il gameplay (simil gestionale) ma preferisco non anticipare niente

u/Creative-Purple5041 — 1 month ago

Hi,

I’m doing game testing and structured analysis as part of my portfolio work

- I’m limiting availability to 4 projects per month for now to keep feedback focused and consistent.

- I generally prefer games in beta over early alpha, but I may also consider earlier builds if the project has a clear and well-defined direction, even if it is still incomplete.

- I do not accept games from unclear or unverified sources, or projects without credible references or a properly established presence.

My background:

I have advanced skills in figurative art and design, I’m a multi-instrumentalist/music producer. I have over 30 years of critical experience in gaming, along with intermediate experience in computer science, electronics,pixel art, 3D modeling (Fusion 360 and Blender/nomad).

What I do:

I create a structured feedback to help you improve your game and fix what isn’t working, based on both my experience in gaming and an objective point of view.

Why I’m doing this:

I have some free time and I like to set up functional systems and solve problems.

reddit.com
u/Creative-Purple5041 — 2 months ago
▲ 1 r/INAT

I need a developer familiar with Unity capable of handling shaders and physics, implementing new features like fishes in the water or any other thing that can help to make it more realistic and interactive, and contributing to create a more refined and original user interface

https://store.steampowered.com/app/4530300/Plastic_Ducks_World_Simulator/

The game is very simple, no goals, its just about placing rubber ducks on water,customize them,set camera angles, weather,time and listen to music (the mediaplayer allows u to upload also your favourite music in it)

For any other info DM

u/Creative-Purple5041 — 2 months ago

Hi,

I’m doing game testing and structured analysis as part of my portfolio work

- I’m limiting availability to 4 projects per month for now to keep feedback focused and consistent.

- I generally prefer games in beta over early alpha, but I may also consider earlier builds if the project has a clear and well-defined direction, even if it is still incomplete.

- I do not accept games from unclear or unverified sources, or projects without credible references or a properly established presence.

My background:

I have advanced skills in figurative art and design, I’m a multi-instrumentalist/music producer. I have over 30 years of critical experience in gaming, along with intermediate experience in computer science, electronics,pixel art, 3D modeling (Fusion 360 and Blender/nomad).

What I do:

I create a structured feedback to help you improve your game and fix what isn’t working, based on both my experience in gaming and an objective point of view.

Why I’m doing this:

I have some free time and I like to set up functional systems and solve problems.

reddit.com
u/Creative-Purple5041 — 2 months ago