▲ 69 r/low_poly+1 crossposts

We just finished our town map. What should happen here?

We finally finished the town map for our game!

There’s a plaza, fountain, shops, NPCs, scooters, and a few areas we want to make more interactive later.

But now I’m curious what other people expect from a town like this.

What feels missing?
What would you try to interact with first?
What kind of event, quest, shop, or weird character should appear here?

I feel like this place should be cute, but also slightly suspicious.

Would love to hear your ideas.

u/PepperStones96 — 6 hours ago
▲ 101 r/blender+1 crossposts

Does this serving animation feel snappy enough?

We’re making a restaurant-action game, and this is our new Special Serve animation.

The goal is to make serving feel like a satisfying combo payoff rather than a normal interaction.

Does the animation feel good, or is it too slow/too busy?
Would love feedback on timing, readability, and impact.

u/PepperStones96 — 2 days ago
▲ 83 r/blender

When you serve the wrong drink to the drunken troublemaker NPC

I shared this drunken NPC here a while ago, and the response was way bigger than I expected. Thank you so much for all the interest and feedback!

Some people wanted to see more of her motions, so here’s another one:

This is what happens when you serve her the wrong drink.

We’re trying to make her feel funny, chaotic, and memorable — not just a throwaway joke NPC, but the kind of customer you immediately recognize when she shows up again.

Does the reaction read clearly?
Any feedback on the timing, expression, or character acting would be really helpful.

She’s a customer NPC from our café management / action roguelike game, HIPS N NOSES.

If you’re curious about the game, you can check it out here:
https://store.steampowered.com/app/3574200/HIPS_N_NOSES/

u/PepperStones96 — 2 months ago
▲ 880 r/low_poly+1 crossposts

Trying to make a drunken NPC feel funny but memorable — does this design work?

I’ve been working on a drunken character

I wanted her to look silly and exaggerated, but not completely throwaway — the kind of NPC who feels like he has a story behind him even if he only appears briefly.

I focused on the silhouette, posture, and expression to make his personality readable at a glance.

Does the character come across well?
Any feedback on how to make him feel more memorable would be really appreciated.

u/PepperStones96 — 2 months ago

The further I go in game development, the heavier it feels

Hi everyone.

I wanted to share something I’ve been feeling lately as an indie game developer.

When I made my first game, it was definitely hard, but in a way, the goal felt simple: finish the game, release it, and learn from the experience.

After that, I started working on another game. But as my ambition grew, the scale of the project also grew. More ideas, more features, more expectations. Eventually, more people became involved too.

And honestly, that has made the pressure feel much heavier.

Another thing that has changed for me personally is that I now have a family. As I continue this path, I can’t help but think about the people who are standing behind me and depending on me. That has become one of the hardest parts.

The thought of “what if this fails?” feels much heavier than it used to. It is no longer just about my own challenge or my own dream. The result of the game feels connected to the people around me, and that gives me a lot of pressure.

I’m realizing that making the game itself is only one part of the journey. Marketing is also incredibly important, maybe more important than I wanted to admit. But I often feel completely lost about where to even begin. Should I focus on social media? Devlogs? Steam wishlists? Trailers? Festivals? Communities?

It feels like another entire game that I don’t know how to play yet.

Game development is a really difficult path. Until the game is released, no one truly knows what the result will be. You can work for months or years, put everything you have into it, and still not know whether people will care, whether they’ll understand it, or whether it will succeed.

That uncertainty is probably the hardest part for me.

I’m curious how other indie developers deal with this.
How do you handle the pressure of development, team responsibility, family responsibility, and marketing before release?

I hope luck is with me.
And I hope luck is with all of you making games too.

reddit.com
u/PepperStones96 — 2 months ago