Denys Almaral

Denys Almaral

@denysalmaral.com

3D characters, animations, gamedev... 3ds Max, Unity, Unreal, C#, Lua... Single-player games, cats, birds... Store: https://www.fab.com/sellers/Denys%20Almaral Youtube: https://youtube.com/c/denysalmaral More: https://denysalmaral.com/links

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The first tutorial should make the player feel capable, curious, and in control. Depth can come later, when I already care. Not every player is the target audience, but you want to know if they left because the game was not for them, or because they never reached the part that could hook them.

Small extra thought: feedback forms can feel scary. Many devs told me to use their feedback button, but I still preferred writing directly. Maybe a simple text box at first would help: let the player write freely, then ask if they also want to answer a survey. 🔚 #gamedev

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The classic: Too much explanation before enough play. A lot of tutorial text in the first minutes makes me wonder whether I need it right now to do something interesting, so I tend to skip it without reading.

The demos I enjoyed playing the most usually do one small meaningful thing at the time. Explain what I need at that moment, not things that will happen 15 minutes later. Also, the next action is obvious on screen, and I can understand where my attention should go without too many distractions.

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Most common issue was not knowing what to do next, because of the controls, or not knowing the goal, or the rules. Or UI looked clickable but was not, or the opposite.

Another one very annoying was not understanding why I failed. If I can see the reason I usually want to try again. When I lose and I do not understand what happened, my brain goes from "one more try" to "ok maybe this is not for me" very fast.

Same as before was not a full review or QA, just acting as random curios player opening a demo for the first time and stopping when get confused, bored or frustrated.

Most people can value raw honesty about their game, but only in the right context: the proper channel, and not without invitation. #Playtesting #IndieGameDev

#PlaytestingSunday 🕹️ I’ll playtest your game and send private feedback, Telling you when and why I stopped playing, for any reason. Preferably web builds or portable win builds, no installers. Send me also a private way to contact you. me: denys.almaral 📧 gmail #gamedev #indiedev #playtesting

#PlaytestingSunday 🕹️ I’ll playtest your game and send private feedback, Telling you when and why I stopped playing, for any reason. Preferably web builds or portable win builds, no installers. Send me also a private way to contact you. me: denys.almaral 📧 gmail #gamedev #indiedev #playtesting

I already do something similar with many games I try, either because I’m interested in them or just curious of new gameplays. As a game design exercise, I write a quick (rude?) private note about why I quit, disliked it, or got engaged. Maybe you would like a raw private feedback from random guy :)

I have been developing this simplified voice system for many months, and it's almost ready for publication... but let Tato and Chicho explain for themselves the value of this... #yiperyvoice #unity #gamedev

This 1024x1024 pixel texture, was the color map of a full map in Delta Force 1 (1998) and it felt like an infinite open-world game. Just a nostalgic #gameDev comment, passing by... (I used to make small Delph tools to extract games data for fun and experiments)

Denys Almaral reposted

We love links because we love the open web

nilay patel@reckless.bsky.social

It is so incredibly nice to have a social platform that values links again - a breath of fresh air in the poisoned ecosystem of the creator economy

Finally adding characters with disabilities to my pack—a long-time client request. Aiming to have them, along with tailored animations, ready before Black Friday 🚀 #Unity #GameDev #3dModel

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