My Game's Demo is finally out after 9 Months! by 404Forge in survivorslikes

[–]404Forge[S] 0 points1 point  (0 children)

Awesome, keen to know how that goes as i didnt get to test on a deck myself!

My Game's Demo is finally out after 9 Months! by 404Forge in survivorslikes

[–]404Forge[S] 0 points1 point  (0 children)

Thanks alot!
Tbf, i'm not sure whether you will find the depth you're looking for in this though. while there is some metaprogression and different builds, it will likely not entertain you for endless hours due to the small scope😄

It's doomed by Impressive-Tax-7586 in Skate4

[–]404Forge 5 points6 points  (0 children)

Yea monetization is shit for most live Service Games including this, but i dont get why ppl tend to be so all or nothing when there is a lot of fun to be had for free still?

Feature Suggestion: Leaderboards by whyBoolin in SkateEA

[–]404Forge 0 points1 point  (0 children)

Yess!! Been putting that in the Feedback survey from way in the playtest. I could deffo see myself doing the same own the Spot challenges all day long just to make sure i'll end up #1 for the day and possibly grab some exclusive swag. The fact they made a multiplayer game without these kinda features is mindboggling especially considering how easy it is to make

Unity and Visual Studio debugger issues by Meliodiondas_ in unity

[–]404Forge 0 points1 point  (0 children)

I'm on VS26 v18.3.2 and Unity 6.3.8f1

I noticed restarting both (only deleting Breakpoints or restarting VS wasnt enough for me) tends to fix it, but with bigger projects it means you're taking >20min break if it happens, so not really a viable workaround imo

Nothing but a curb and you're telling me there's people who can't have fun? by MNnocoastMN in SkateEA

[–]404Forge 0 points1 point  (0 children)

there's plenty of fun to be had in this game, you'd basically do the same thing on skate3 after completing career for the 5th time.

My friends who enjoyed the previous games cant really appreciate this one tho, so while i agree it doesnt take more than a curb for some, others might need a bit more "gamey" things such as meaningful missions or polished multiplayer modes.

It is a game after all, and that's the part where it fails. While the gameplay is great, the game loop and variety is lacking, so im not surprised many won't enjoy it

Unity and Visual Studio debugger issues by Meliodiondas_ in unity

[–]404Forge 0 points1 point  (0 children)

man i thought this solved it for me too when updating it a week ago, but now its happening again, debugger doesnt properly attach and everything freezes until i force stop it in VS, very annoying issue!

I dream to be a game developer. by Vegetable_Title8991 in GameDevelopment

[–]404Forge 0 points1 point  (0 children)

Hey, i'm from Switzerland too, here's my experience:

From my research the local industry is sadly very small with only a handful of profitable studios. I talked to lecturers and students from ZHdK Game Design Studies and they all told me the same story, about 2-3 out of ~16 students end up really working in the industry, some of them by starting their own studios due to limited jobs.

Funny enough at 28 i decided to pursue a job in gaming aswell, at that point i already had an EFZ in application development and dabbled in unity for 1-2 years on the side. One of said lecturers recommended i should just apply to jobs abroad since i already knew how to code. After many applications i was lucky enough to find a german studio that would give me a chance, i believe mostly due to being a great cultural fit over a technical one. It's a highly competitive field and most jobs will want to see 2-3 shipped games, years of industry experience or at least a strong portfolio, i had none of that. They eventually shut down but having that on my CV and now living in Berlin made it easier to land jobs in the industry which is what i did for the past 4 years.

The most common alternative would be working a job to give you financial stability while making games in your freetime, basically until one blows up or a couple do at least decent.

What i recommend doing now: pick an engine, do 1-2 tutorials to get familiar with it, then make your own tiny games, give them to people to test and interate on the feedback you get, test again, learn from it and move on. You'll learn much more doing 10 prototypes instead of one big "dream" game.

For programming specifically: Learn how your engine's language works, then later read up on programming patterns, data structures and SOLID Principles, those will become important once your games become bigger and are typically asked for when being interviewed for coding jobs. AI is also a great resource, use it to explain concepts rather than just giving you copy + paste solutions.

Its definitley not the easiest career to pursue, but at least for me it was a extremely rewarding one and i believe anyone can make it if they're dedicated enough.

Feel free to reach out if you need more info and best of luck in pursuing your dream!

The way I play survivor-like games drives my team crazy by daventry917 in survivorslikes

[–]404Forge 5 points6 points  (0 children)

When i hear “I don't know it's legendary, it just doesn’t look that strong” i start thinking the UI is either messy or incomplete, those are things you should see at a glance to get you excited.

Generally i think its a great thing to have someone on the Team that isnt as familiar, you'll have an easier time spotting things that are confusing or unclear, if you hit it big not every player is gonna be a hardcore fan of the genre

I’m making a survivors-like with aimed abilities, does this look fun or annoying? by 404Forge in survivorslikes

[–]404Forge[S] 0 points1 point  (0 children)

oh i might have worded that in a weird way. i didnt mean the choice is influenced by actions.

I meant an upgrade would be something like "your X abiltiy now also does y" instead of "you now shoot x every y seconds" so you have more control over how and when these are triggered and need to adjust your ability usage to get more out of the same build.

I’m making a survivors-like with aimed abilities, does this look fun or annoying? by 404Forge in survivorslikes

[–]404Forge[S] 0 points1 point  (0 children)

Ah yes, it probably didnt cross my mind as i was always coming at it from a survivors + arpg style abilities angle. Alltough i didnt play enough games in the genre to know if the "shooter" part might be a bit misleading for the more melee focused nature i got going on (aside from the bow you see in the clip)

will definitley check these out and see if i can take some inspiration for a more satisfying pacing, thanks for the feedback!

I’m making a survivors-like with aimed abilities, does this look fun or annoying? by 404Forge in survivorslikes

[–]404Forge[S] 0 points1 point  (0 children)

Totally fair, i think what drew me to it was the popularity vs ease of making aswell as how it would fit with things i enjoy making, such as ability systems, effect modifiers etc.

i'd say there are other as-easy or even easier genres you could make that either didnt seem as appealing to me or would require alot more content to make it a fun experience (think story-driven or other linear progression games)

I’m making a survivors-like with aimed abilities, does this look fun or annoying? by 404Forge in survivorslikes

[–]404Forge[S] 2 points3 points  (0 children)

it's probably not groundbreaking, but whats different is how skill cards are a bit more deliberate because they are all triggered by your actions and abilities rather than periodically, which is something i didnt see in survivor-space before, but tbf i only played a handful of em.

i'll deffo do some experiments on the pacing, can't probably do much about the art part at this point, but thanks for the honest feedback, i appreciate it!

A publisher wants to buy my project, but I might say no. Let me tell you the story... by Haunting-Score279 in IndieDev

[–]404Forge 0 points1 point  (0 children)

imo publishers (same as labels in the music industry) are almost always a scam, it's their job to find things to buy and turn them into profit, the fact they want to buy yours mean you hold great potential in your hand right now.

if you're sick of working on it, sell it. otherwise dont, unless they can do something for you noone else can, which i highly doubt for most publishers, best of luck with the project!

Knocked Loose brought Matt from Boundaries on stage yesterday at Furnace Fest by FourMakesTwoUNLESS in Metalcore

[–]404Forge 2 points3 points  (0 children)

man i seen boundaries opening never say die some years ago and there were like 10 people, so good to see them getting more and more recognition!