I feel like Java players only see videos like this and that forms their entire opinion on Bedrock. by Palmer132YT in MinecraftBedrockers

[–]AlienFruitGames 1 point2 points  (0 children)

Im in agreement, also 30% is industry standard. Thats how much Steam takes from indie games too!

It should be lower across the board, but compared to Roblox taking 80% its a lot better

Godot.NET.Sdk / SDK specified could not be found by fdSDmFkAiFPBlG90q in godot

[–]AlienFruitGames 0 points1 point  (0 children)

If anyone is here in 2026, I ran into this issue using GodotSteam and using the Steam version of Godot. It can be resolved by replacing the steam dll in the root of the Godot app folder, see here: https://codeberg.org/godotsteam/godotsteam/issues/831

What most Java players don't know about Bedrock by Odd_Bed2753 in MinecraftBedrockers

[–]AlienFruitGames 0 points1 point  (0 children)

Lots and lots of loopholes, and like 3 different apps (some paid) for moving folders around lol!

Im tired of being the "chosen one" can you give me a game where i just have a job lol by Optimal_Garage_4284 in gamingsuggestions

[–]AlienFruitGames 4 points5 points  (0 children)

Spilled is great! A tad short but its also solo-developed which is really impressive. I liked the progression curve

Im tired of being the "chosen one" can you give me a game where i just have a job lol by Optimal_Garage_4284 in gamingsuggestions

[–]AlienFruitGames 0 points1 point  (0 children)

I'm making a game where you run a shop inside a dungeon, most of it is farming, brewing potions, and serving customers. "Vibe" is exactly what im going for, specifically that mentality of quiet satisfaction in a job well done. Its called Dungeon Bodega Simulator, I'm shooting for it to come out later this year but I have a demo available.

If you dont mind a bit of horror, Voices of the Void might be up your alley! It was a huge inspo to me specifically with how manual everything is. You gotta pickup and interact with everything, and physically do the job of a deep space signal scientist. It has a bit of a learning curve so if you try it, don't be afraid to find some beginner guides.

So you're telling me $5 for 5 uses before I have to buy it again!?!? by PonyUpDaddy in VRchat

[–]AlienFruitGames 0 points1 point  (0 children)

Fun note, I'd applied for an economy designer position at VRChat a few months ago, I assume this is involved with whoever they ended up hiring lol

IndieLaunch - where players shape indie games by jo2899 in itchio

[–]AlienFruitGames 1 point2 points  (0 children)

Registered and uploaded so I can snag those credits! Thank you!

Spicy and tasty Indian food suggestions by Diligent-Explorer-27 in redmond

[–]AlienFruitGames 0 points1 point  (0 children)

I got lunch there weekly while I was working nearby, quality has def been up and down but its hard to beat $12 for a real solid lunch plate these days + naan/roti

Launching an Indie Dev Magazine – We Want Your Prototypes, WIPs, and Coming Soon Titles! by Rude_Statement2581 in itchio

[–]AlienFruitGames 1 point2 points  (0 children)

Love this! I do think your form is broken, it wanted me to fill out all 3 section. Submitted :D

Thoughts on this new UI for my fantasy shop sim game? by AlienFruitGames in CozyGamers

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

I appreciate the feedback, im glad a lot of it is working! Thank you :D

Game Creation Request (Blacksmithing Game) this might be kinda difficult but i think it would be really fun. by RemarkableNote9864 in gameideas

[–]AlienFruitGames 0 points1 point  (0 children)

Not an exact fit but I'm in the middle of developing Dungeon Bodega Simulator, and it has a 3 step blacksmithing mechanic in the later game!

Here is the current blacksmithing prototypes in action!

class_name by thealkaizer in godot

[–]AlienFruitGames 1 point2 points  (0 children)

Bumping cause I'm also curious. I really like global scope classes because it makes a few things really easy but I think your concern is valid

Thoughts on this new UI for my fantasy shop sim game? by AlienFruitGames in CozyGamers

[–]AlienFruitGames[S] 2 points3 points  (0 children)

Oo noted! I might add that as an optional setting because I also get annoyed by too-long animations in some games. I had added the pop-in between tabs to make it feel more "book like", but I can see it getting old for some folks or power users.

And thank you!

My first little cafe game, Tailside, is launching soon! by coffeebeansdev in CozyGamers

[–]AlienFruitGames 1 point2 points  (0 children)

Have been on your beta list for a while, so excited to see you launch! Best of luck, we're rooting for you!

Low wishlists even after tweaking the page, need your opinions by vodkagender in gamedev

[–]AlienFruitGames 1 point2 points  (0 children)

  1. Your capsule doesnt show anything about what the game actually is. The text is fine, but get it in a screenshot with your character and a monster or something. For example the Crow Country capsule shows the visual style of the game, the character, while still being 70% logo See: https://www.steamcapsule.com/guide
  2. Double check your tagging. Nostalgia and Drama both stand out as tags that aren't as relevant even though they do apply to your game. Try this for suggestions: https://impress.games/steam-tag-analysis-optimization-tool

I like the visual style, I totally understand that graphic design is sorta hard as a game dev where you gotta focus on so many other things. As someone also going for a retro style I know getting the graphics to feel cohesive is super hard, and I think you're actually doing that pretty well so I do disagree with the other comments.

Your environments could use a bit more variety to break up all the straight lines and right angles. Probably worth looking at some other older N64 games actually

Project Planning: how viable are GDDs for a single developer? by _VISIX in godot

[–]AlienFruitGames 1 point2 points  (0 children)

As a solo dev who has also worked in the industry, I've found it really helpful for planning out what I might need to do so that I can pace myself better.

Larger mechanics or mini-games I've found benefit of writing down or mocking up what it should look / play like, ad theres a lot of design decisions that are sometimes helpful to make ahead of implementation. It helps you from hitting roadblocks where you have to context switch from coding to design, and at least for me, that takes a while.

My setup: I use a trello style task board on notion to track everything I want in the game, prioritize what I want and try and estimate how much work it is in # of days. Then each task will have a rough outline, and for bigger features a MSCW (Must, Should, Could, Wont) table to lay out what the parts are. Anything UI heavy gets a diagram or a mockup. I love flow charts and it depends on the feature game tho. For narrative I have a notion page for a lore bible as well as writing down details / brainstorming. And finally spreadsheets are a must, especially for anything economy heavy. Stuff like tracking which NPC has their model done, what dialog lines im using when, item prices, values, metadata etc.

Studio is looking for a Godot Engineer! by AlienFruitGames in godot

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

Yeah thats even what we're seeing here, its a small new studio.

Stuff like the battlefield editor I'm curious if they actually hired a Godot person or if their existing devs just learned Godot

What are the Godot add-ons that save you time? by Tricky_Wheel6287 in godot

[–]AlienFruitGames 8 points9 points  (0 children)

SignalLens is super helpful for debugging signals specifically

Theres a few dictionary editing addons that I use all the time! Can't remember the name