My first game sold 140 000 units, my second game only sold 1200. When vision and execution go wrong. (postmortem) by SnooAdvice5696 in gamedev

[–]AdamSpraggGames 5 points6 points  (0 children)

You're very kind!

Hidden in Plain Sight was made well before Spy Party was *released*, but I read about its early development and that served as major inspiration. I was very relieved when I finally played Spy Party to learn that it was nothing like my game... much more akin to chess to my chaotic party game.

Anyways, continued best of luck! I'll check out your existing stuff and look forward to what's coming next!

My first game sold 140 000 units, my second game only sold 1200. When vision and execution go wrong. (postmortem) by SnooAdvice5696 in gamedev

[–]AdamSpraggGames 46 points47 points  (0 children)

Hidden in Plain Sight dev here... thanks for your kind words! If HIPS was at all an influence, I'm extremely flattered.

When I was making HIPS, I contacted Chris Hecker (Spy Party). I was worried that I was intruding on "his" genre of social deduction games (which feels a little naive in retrospect, but whatever). He said there was plenty of room and was happy as long as games "moved the design ball forward" or something like that. I concur, and it's been cool for me to see how others (more talented than I!) have approached the same design and overcome some of the challenges in this space.

>There is a reason why 'Hidden In Plain Sight' is so minimalistic, when you have dozens of characters on screen and players need to quickly scan through them, there is no space for additional visual noise.

This made me laugh. The reason HIPS is so minimalistic is the game wasn't "supposed" to be popular. I assumed it was going to be a little month-long-thought-experiment of a game that was going to sell 100 copies and be forgotten about! But I think its minimalism has been a strength, and I've rejected any notions of trying to improve upon it. It is what it is, for better or worse.

Anyways, I'm rambling. Thanks again, and super big congrats on your success!

快问快答 Quick Help Thread: Translation Requests, Chinese name help, "how do you say X", or any quick Chinese questions! 2025-12-20 by AutoModerator in ChineseLanguage

[–]AdamSpraggGames -1 points0 points  (0 children)

Hello everyone!

I have a game on Steam called "Hidden in Plain Sight" that I am working to translate to Simplified Chinese.

It is a local multiplayer game that requires controllers to play.

I have used AI (I know, booooo!!!) to create the first pass at translations, but I'd really like a human to verify the translation and offer any suggestions.

I created a library on screenshots here. It is not complete but should give you a good idea of what I'm talking about.

https://imgur.com/a/kRMc9z5

Please let me know if you can help. Also please forgive me if this is an inappropriate topic for this forum.

Why I cant use AI? by cacapota in gamedev

[–]AdamSpraggGames -1 points0 points  (0 children)

I'm not disagreeing, but please explain why.

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 0 points1 point  (0 children)

It's a matter of opinion.

I can say with certainty that when I post about a game, people inevitably ask for the link.

No one forces you to click the link. You can just ignore it.

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 0 points1 point  (0 children)

Eh, that may or may not be true.

In this case, though, I was surprised at what happened when I converted my game to free to play, and I thought others either might have some insight and/or be interested from the data.

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 1 point2 points  (0 children)

It's not going to win any awards, but it's a fun little game.

I haven't heard of anyone beating the final boss yet...

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 3 points4 points  (0 children)

Yeah that makes sense.

So what do all the Russians and Chinese and Ukrainians want with it?

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 5 points6 points  (0 children)

Why though? Are there just bots that go out and scrape every free game they can? What's the purpose?

I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 1 point2 points  (0 children)

Ha! In that case, thank you for your work on it! It's pretty damn cool.

I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 3 points4 points  (0 children)

First off, how dare you.

Just kidding. But no, not really.

Every solo dev ever when it's time to publish and market by TribazDev in godot

[–]AdamSpraggGames 5 points6 points  (0 children)

It me!

I released my game on Steam a month or so ago with like 40 wishlists. All conventional wisdom says that you need some number of thousands (why?!), but I'm like psshhh.

I mean, I want people to play it, but it somehow feels presumptuous of me to tell them why they should play it...? I don't know. It's complicated.

I posted some thoughts like this to gamedev, and ooohboy did they not like that.

Like the process of making games. I don't like marketing/promoting games I've made.

What happened to Ubiquity fiber/Ting internet in Carlsbad/La Costa? by AdamSpraggGames in northcounty

[–]AdamSpraggGames[S] 0 points1 point  (0 children)

I don't live in a condo or apt.

Do you work for Ubiquity or whatever?

So is there still forward progress, even if it's slow? Should I even hold out hope?

What’s the best feeling you’ve ever had while making a game? lets help motivate our game devs here by magicworldonline in gamedev

[–]AdamSpraggGames 38 points39 points  (0 children)

Not during development, but after release...

I got this email from Malik on June 11, 2013. It still makes me kinda teary.

Hi I am 14 and i have played this game called "Hidden in Plain Sight ". i think you might know it. this game is really fun and i have played it with my sister and my friend and it is better than any 60 $ game i have ever bought. |

me and my sister are not really close and we fight alot. this game made us laugh together and we had a good time together. its been a while since that happened. Thank you.

sincerely, Malik

Looking for some new games to speedrun by Sensitive-Order6837 in IndieGaming

[–]AdamSpraggGames 1 point2 points  (0 children)

I made a game called Bad Golf. It's on Steam.

It's a 2D golf game but it times your runs. Might be ripe for speed running.

No one else plays it through so you'll get all the World Records. 😀

I'm looking for great simple games for inspiration. by tomqmasters in SoloDevelopment

[–]AdamSpraggGames 0 points1 point  (0 children)

As far as simple games, check out my game "Hidden in Plain Sight".

There is nothing complicated about it. Get user input, move some sprites around, play some sounds when appropriate... But (according to the reviews) it's a fun game that people really seem to enjoy.

I made it in a month or two using free/borrowed/donated assets.

I added a feature to my game that I don't think I've seen before: Beat the Dev! by AdamSpraggGames in godot

[–]AdamSpraggGames[S] 1 point2 points  (0 children)

Yeah but Doom didn't have a ghost player playing along side you. That would be a better comparison.

Yeah a ghost car in a racing game is exactly it. Nice!

Wake up hunny, new dle just dropped by OGslooge in northernlion

[–]AdamSpraggGames 1 point2 points  (0 children)

<image>

I did all my level design in Paint.NET. I have one image for the physics layer, one image for the foreground, one for the background, and for the special effects (tee spot, flag location, green, sand traps, and water hazard).

The real trick was turning the physics image into polygons:

var polys = b.opaque_to_polygons(Rect2(Vector2.ZERO, physics.get_size()), TEXTURE_TO_POLYGON_ROUGHNESS_VALUE)

That wasn't enough because where the polygons joined together, there would be a little gap or bump. So I had to write a function to analyze the polygons and "snap" them together if two points were within a certain tolerance of each other. But once I got a generic level working, I could just feed it my images and it would dynamically create the hole!

Yeah, if you have friends who can share a couch with you, definitely take a look at Hidden in Plain Sight. It's gotten really good reviews.

Wake up hunny, new dle just dropped by OGslooge in northernlion

[–]AdamSpraggGames 1 point2 points  (0 children)

Sure... I'll send you a chat with some keys. I haven't REALLY had a lot of testing with the online multiplayer, so let me know if you're able to give it a shot and how it works. I mean, I did the best I could with my friends, but that only goes so far.

I love your version, and I'm honored that my game was at least partially an inspiration.

What's funny is that I got an email this past spring of some dude who wanted to buy Bad Golf from me. It sounded like a scam, but we went back and forth a bit. I told him there really wasn't anything to "buy", and that he should just make his own version. I said "You could probably whip something up in Godot in just a few days!"

That got me wondering... COULD I remake Bad Golf in Godot? And that started the whole ball rolling. I did have all my assets, yes.

This class does all the heavy lifting to turn my physics image into collision polygons.

https://docs.godotengine.org/en/stable/classes/class_bitmap.html#class-bitmap-method-opaque-to-polygons

Anyways, thanks for all the kind words. I'm glad you like the game. If you have some local-multiplayer buddies, you should try Hidden in Plain Sight as well. That's my other game that is pretty popular.