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/fg/ - Fangames

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 No.14021

hi.

please understand my English is not for my first language. I am by heiwajima, japan. IP verification of moderators can confirm.

users of 2ch. sometimes visit this web page.

I am producing dream compilation game.

please explain what is a good idea in it and what is not in easy english. No more messages but reading all response.


 No.14022

初めまして
Good: Maps with a lot of content (a lot of things to see), expressive graphics (things like Edvard Munch's "Scream"), combination of commonplace and surreal (like a graffiti on an old building wall).
No good: remaking maps and events from the head family (like Uboa, Takofuusen, it's used too much), large maps full of nothing, generic grotesque (feels boring after a while).
とにかく、制作楽しみですね
頑張ってください

 No.14023

File: 1551726883135.jpg (166.25 KB, 800x1200, insert_IMG_0040.jpg)

>>14021
ようこそ!
uboachanで訳者があるから日本語で書き込んでいいよ

いい事といえば、夢現のような雰囲気があって、キャラや絵がいいで、イベントなどが多いの方が良いと思います。また、音楽がゲームと余韻/通じ合うしたらすごくイイと思います。それに、自然で溢れる景色も表示したら(雪、林、花など)、完璧なゲームになりますよ。
へたくそといえば、ゆめにっきに登場したマップやテーマやイメージなどがいつもがっかりです。オリジナリティに目指せばの方が良いと思います。

 No.14024

My only advice is that huge mazes that make your eyes hurt when you look at them are not good.
頑張ってください!!

 No.14026


 No.14027

>japanese

This might actually happen, good luck OP.

 No.14028

>>14027
Don't be racist, just because the dev is Japanese doesn't automatically mean the game will have good art or last long. Lots of Japanese fangames die out after the first couple of releases.

>>14021
Don't be afraid to do the unexpected. There's too many of the same things in a lot of games. Try for brighter colors and less eye/gore/blood gimmicks. Don't go with big empty areas and painful mazes (to navigate and look at). Consider also a protagonist who isn't a recolor.



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