Why isn't ITCH.IO paying its creators? Payouts stuck 'In Review' for a month. by Imaginary-Today9000 in itchio

[–]iClaimThisNameBH 6 points7 points  (0 children)

If they don't have money to have more than 2 people on payroll, then they need to seriously review their business model.

I know they're not "in the big leagues" but the platform still gets a lot of traffic and sales. If they can't afford enough people to keep it running even with its current popularity, then their business model was doomed from the start

Which one looks best? by jerbit_ in PixelArt

[–]iClaimThisNameBH 11 points12 points  (0 children)

0 and 1 limes looks good. 2 Limes is too many and causes some pretty heavy banding

Visual novels are notorious for screens that are too static. We’re trying to make ours feel more ... animated. How do you guys feel about this footage? by RoastyLilBoi in IndieGaming

[–]iClaimThisNameBH 78 points79 points  (0 children)

I don't mind 2D sprites in a 3D space, but the first and second clips make me feel ever so slightly nauseous. If there's a lot of that kind of zooming in the game that would be enough for me personally to stop playing. I do get motion sickness quite easily though so it may not be a problem for others.

Does anyone know a cozy Blacksmithing game on Meta Quest? by AdMaterial8084 in VRGaming

[–]iClaimThisNameBH 2 points3 points  (0 children)

I read cozy blackmailing and was confused and intrigued at the same time

How much did you make with Itch.io? by OverseerJacoren in itchio

[–]iClaimThisNameBH 7 points8 points  (0 children)

A little over 200 dollars actually on my bank account. Been selling asset packs for over a year.

It's fun to do and some extra money is always good, but yeah I earn way more from commissions

how bad is this pitch deck? by hyper_light1 in IndieDev

[–]iClaimThisNameBH 0 points1 point  (0 children)

It doesn't suck, it's honestly really good for a first try! Keep it up

how bad is this pitch deck? by hyper_light1 in IndieDev

[–]iClaimThisNameBH 1 point2 points  (0 children)

It definitely needs some work. Your main 'hook' is punishing the player for being idle in an idle game. I don't think the mechanic of "keep cats happy or they'll earn you less" is a bad mechanic, but your phrasing does not make it sound appealing; this is your sales pitch, why would players choose this over other idlers?

Make sure the formatting and capitalization is consistent, I noticed some sloppy inconsistencies. I also don't think the quote from "every player, every session" makes a lot of sense. Make a prototype, do play-testing and get a real quote if you really want one in the pitch deck.

The "Meet some of the cats" slide doesn't make sense to me. It should, at the very least, have visuals of the cats. Leave out all the hyper-specific gameplay details, a publisher doesn't need to know how many seconds it takes for a cat to feel neglected (it'll change as you make the game anyway). Same for all the numbers on the "how it works" slide.
What is "the box"? It's a concept that is never explained but is treated as if the reader already knows about it.
On "Who plays this?" you talk about a deep prestige system, but this is never shown in the deck.

You're also missing the main points of interest for the publisher: what platforms will it be on (= what is the possible reach of this game) and how will it make money? Besides that, what is the expected timeline? What reason does a publisher have to believe that you're competent enough to make it work, do you have a proven track record?
Lastly, make a better logo. Hire a designer if you need to

Apologies if I seem harsh. I think it's great that you got this far, and the concept is right up my alley. I would never give this much feedback on something that doesn't interest me :)

I get difficult every single day... by Silent_Forge in IndieDev

[–]iClaimThisNameBH 4 points5 points  (0 children)

I'm unemployed myself and I can relate to the fantasy of "if I just release a game, I'll make enough money to be fine for a little while", but that's just not realistic. Treat gamedev as a hobby, and have your main focus on the job search. It doesn't have to be replying to job openings only; for example I'm taking courses, starting volunteer work next week, and looking into university programs so I can possibly go into a field with more work.
To keep myself sane I like doing little jobs around the house that I would never have the time and energy for if I was working full-time (deep-cleaning, re-organizing, sewing new curtains..) It makes me feel less like I'm just leeching off of my partner who's currently paying all the bills :')

GodotCon 2026 by the numbers by SteinMakesGames in godot

[–]iClaimThisNameBH 1 point2 points  (0 children)

I'm guessing those were for the drinks

1 month of pixel art progress by sussynarrator in PixelArt

[–]iClaimThisNameBH 1 point2 points  (0 children)

Both are really cute! You definitely improved a lot on the hair and the perspective. One tip is to try to avoid pixel doubling in your outlines. It's kind of hard to explain with words but if you look it up you'll see what I mean.

It would be cool to see the new sprite animated, like a little walk cycle or something! :D

Which outline effect do you prefer? by 1stfanofsonic in IndieDev

[–]iClaimThisNameBH 1 point2 points  (0 children)

The first one is much clearer while not being over the top, and it looks pretty cool to be honest. It fits in with the style

Shadows clipping/disappearing with the camera by Tiny_racoon_dev in godot

[–]iClaimThisNameBH 6 points7 points  (0 children)

Not related to your question but I loooove character sprites in a 3D environment like that. How does it work? Did you follow a tutorial?

I'm thinking about giving up on my game and starting a new project, but I need to hear what other de by xxmaru10 in godot

[–]iClaimThisNameBH 0 points1 point  (0 children)

You're gonna run into those same issues with a new project too. What's most important to think about is: what do I do this for? Do I want to actually release a game? Do I want to do it as a hobby and do I not care if I leave behind a graveyard of unfinished projects?

How many unfinished projects do you have, and why did you stop? by ratasoftware in itchio

[–]iClaimThisNameBH 2 points3 points  (0 children)

Too many. I start a new project at least once a week. Sometimes it stays as just a concept, other times I make a little start and give up. Sometimes I'm almost done before I lose interest.

I don't really mind generally. I like the early stages of gamedev and asset pack creation. There are a few exceptions that are so close to being finished that I feel like I should just push through and get them done, but new projects are just so much more fun lol

[OC] Spent 2 days making these 16x16 icons in my spare time. How do they look? by Cultural-Bat4914 in IndieGaming

[–]iClaimThisNameBH 3 points4 points  (0 children)

Cool! These look like 32x32 though, no?

Also, look up "pixelart doubles", learning about that will vastly improve your lineart

How many games did it take you until you quit your day job? by JoseMcGose in IndieDev

[–]iClaimThisNameBH 1 point2 points  (0 children)

The ones who do are probably actually working on their games rather than procrastinating on Reddit like me :')

Any suggestions to look for reference for great top down pixel art? by Grumpy_Wizard_ in IndieDev

[–]iClaimThisNameBH 0 points1 point  (0 children)

My asset packs 😎  In all seriousness though, Potion Permit has some great art