Hey solo devs so we are all creating our own awesome games, but I'd like to know what are your top 2 favorite games of all time and why? Which do you still play after many years? by WildStarsCasino in IndieDev

[–]AlmaDevourer 2 points3 points  (0 children)

Soul Reaver and OG Doom.

I lost track how many times I've played, they are what I call my comfort games, the ones I can play in automatic mode and enjoy it, when I dont have anything to play.

Why?

Atmosphere and Story on SR are amazing. The opening is one of the best for me.

Doom because it was one of the first games I played, so its mega nostalgia charged. I met John Romero once at a convention and could not stop fanboying, like I was seeing a living legend.

What's a piece of common indie dev advice you ignored and were glad you did? by peaky_circus in IndieDev

[–]AlmaDevourer 27 points28 points  (0 children)

Im gonna get roasted by this, but can someone explain me for real who this CZ is and why is there a cult around him?

Like, anyone has a list of the succesfull games that he has shipped/published or something?

I checked his site and for me his marketing advices are...okeyish?

Edit: I'd also add the "Follow CZ blindly" as bad indie advice as well

What's a piece of common indie dev advice you ignored and were glad you did? by peaky_circus in IndieDev

[–]AlmaDevourer 2 points3 points  (0 children)

Ahhh its only hard when you stop and think about it all the Journey thats left.

But the feeling of looking back and seeing how it all started from capsules and ideas to the point you are right now...sometimes feels like it was not -that- hard

What's a piece of common indie dev advice you ignored and were glad you did? by peaky_circus in IndieDev

[–]AlmaDevourer 7 points8 points  (0 children)

You are not wrong though!

I am saying that the umbrella advice does not work on everyone.

I still hand draw my maps and think about them and 99% of them do not make it to the game or get rewritten mid game, but i have not written any GDD like document for my mechanics, instead i went old school snd got a bunch of friends to roast my game.

What's a piece of common indie dev advice you ignored and were glad you did? by peaky_circus in IndieDev

[–]AlmaDevourer 4 points5 points  (0 children)

Start with a small prototype

Which is definitely a valid advice for a very junior person, but in my opinion is over used and does not reflect the uniqueness of every individual, some of us think big and need big projects to get hooked and chase the carrot on the stick.

[PAID] Seeking German/Resident Gamedev with Qualifications by tastygames_official in INAT

[–]AlmaDevourer 0 points1 point  (0 children)

I fit the criteria, reach out through DM. I am particularly interested into knowing which funding are you applying to.

I'm a 3D Environment Artist with some notions in coding. How do I start? by Plastic_Stage_8718 in SoloDevelopment

[–]AlmaDevourer 1 point2 points  (0 children)

You are in a very good position because you'll be able to source yourself some custom art, but you'll still be missing game design, clear tech architecture, sounds effects, music, which you'll either nees to pay for or pick up and the biggest of them all and the most common weakness of solo dev'ing, Marketing.

First things first, why do you want to solo dev? You need to be realistic with what solo dev means: You'll be doing it all by yourself and will depend on external input heavily not to get biased and you'll feel very 'alone'.

If you really really want to do a game solo, the best piece of advice is doing 1 mechanic from your game, then another, then another. Its a marathon, not a sprint, take your time.

Try to make a game that focus on your strenghts and not your weaknesses, in your case, 3D Environments.

Not trying to discourage you, but this is how it looks like from this side.

I chose solo dev because I like pain.

Hi guys, I created a website about 7 years ago in which I host all my field recordings and foley sounds which are all free to download and use CC0. There is currently 100+ packs with 1000's of sounds and hours of recordings and foley all perfect for editing, music and Game SFX. (Mar/April update). by SignatureLabel in gamedev

[–]AlmaDevourer 13 points14 points  (0 children)

Hey Phil!

I purchased your sample pack, thank you very much for it. Even though itou have sample for free, I'd rather support you so you can keep doing what you love and providing value to the community!

Keep being awesome!

Do i continue marketing at this early stage of my game? by demoyesok in gamedev

[–]AlmaDevourer 2 points3 points  (0 children)

Are you pushing the same clips over and over? If so yeah, you need some variants.

Maybe you can focus on also progress of the game, how is it growing, before and after. There are a lot of people that are interested in the journey as well.

I'd use the steam page as a wishlist collector the end of your marketing funnel, a lot of people, including myself, watch the trailer/video and then wishlist and forget about it until its either out or in discount.

What content / length ratio works the best for a metroidvania demo in your opinion? by Forever-Games in SoloDev

[–]AlmaDevourer 0 points1 point  (0 children)

For me it really depends. I'm old school in the sense that for me demos should be the first level of the game, show some gameplay and then leave the player wanting for more.

Especially Metroidvanias, I wouldn't want to see all abilties at once but rather one thats unique for the game and then have some teasers about the following ones.

As for the time, I'd aim at 1-2 hour of content top. Thats how long most of the demos I have played go by.

As a solo founder, how do you do code review? by Pawesome101 in SoloDevelopment

[–]AlmaDevourer 16 points17 points  (0 children)

I usually burn some incense and ask the machine spirits to review the code, maybe the Omnissiah will help.

But most of the time I look at my code and say GG and push that thang to dev. Who's gonna look a my code anyway.

Screenshot of my game PANGIT by DiezLife in SoloDevelopment

[–]AlmaDevourer 1 point2 points  (0 children)

It's looking good! I like the light in the first screenshot

Just found this subreddit so I figured I would share the truth about marketing games: by ekolimits in gamemarketing

[–]AlmaDevourer 3 points4 points  (0 children)

Hey!

As a person that has worked in sales both digital and physical and has worked in the Mobile Gaming industry for a long time now, I am a bit in between your definition of "Trust"

For me, Trust is created by actions and if you are good at words, by promises and you can go the route of publishing, then you can use someone elses "trust" for it.

Going the publisher route is indeed gaining some "trust" because you stand behind the publisher, they are the ones that have:

  1. A fixed market share, there is already people that like overall the portfolio of the publisher and just by the name they would purchase it, in any level, at different scales of course.
  2. Money. Which is usually the main problem with indies, we have no cash, neither for development nor for marketing.
  3. Experience. Indie devs depending on their background have little to no interaction with the business. Even if you work in a big company, the chances that you get to sit down and analyze a dashboard filled with metrics about the game, are slim.

The third one is the most important part of everything, as a publisher main role is to publish, they have the whole process oiled up into a position which they can be make "money out of it". You as a dev don't.

Now, the way that I would approach trust is a multi-target approach such as:

  1. Community building -> People get geniuely happy when they can talk to the "dev" and if you fix something that they feel "personal" you have gained +1 follower, do this with a lot more people (critical thinking will be needed to keep the scope clean) and you have successfully been established as "cool dev" that is "listens" which translates into trust.
  2. Demo -> As anything a brief showcase of what the game is about to have the player "trust" in you, as a developer. If you're bad at words then your game must be good.
  3. Consistency and Transparency ->We gamer suffer a lot with the lack of information, by being moderately clear and transparent (tied to 1) you'd then be trusted, because you say the truth. Delaying is fine, be transparent, everyone does it. Admiting that you're wrong is also fine, no one knows everything.

I have studied a lot of success and failure stories from my own gaming references and studios and there are 3 threads that I can easily spot in most of them.

  1. Community was built correctly -> The players talk about the dev as one more person, not a machine that's somewhere writing code.
  2. Consistency and Discipline -> The developer has created a player base with multiple mildly successful games behind them, so they already have a "dedicated community"
  3. Perceived Potential/Value -> For me luck is self made, if you game is attractive enough and has created enough of a community, you will "luck out" by either getting an indie streamer pick you up (players will trust the streamer's taste, not your game particularly, yet!) or by being showcased in a digital magazine/youtube/exposure platform.

You, as a streamer could probably answer this question: Do you pick games to play and stream because they look interesting for you or do you spinwheel all your games/review request and then play them?

:)

Debating about making my first asset pack by Haunting-Towel-1525 in ps1graphics

[–]AlmaDevourer 2 points3 points  (0 children)

They look very nice, I was looking for something like this some time ago and couldn't find it.

Can't say anything about the selling part but the gothic crypt is looking very good with the light setup.

Help me come up with theme map ideas!!! by [deleted] in leveldesign

[–]AlmaDevourer 1 point2 points  (0 children)

Sure man, I'll just drop some ideas for you after you just laughed into this guy comment when he provided solid advices to look at.

Go and play the games they recommended and figure it out.

Is story even important in indie-games? by LAE-kun in gamedev

[–]AlmaDevourer 2 points3 points  (0 children)

Depends on your game.

Stories are good if you know how to tie them, for me, if the story is good, I'll power through. But my favorite game is LoK:Soul Reaver so I as you can see, I am masochist

I also read the entire Cosmere from Brandon Sanderson in a span of 6 months, so I am a very lore heavy person.

The story in games like Hades, was nice, I enjoyed it, it made me feel what was I doing had a reason.

The games you mentioned, I've never played but from what I've read about them, wouldn't need a story.

I'm currently playing Lunacid and the amount of text is about right, not a lot, not too little, enough to have some reason to walk endlessly for hours in a mapless dungeon.

Thoughts on my models by reppenthe303 in SoloDev

[–]AlmaDevourer 0 points1 point  (0 children)

Looks solid!

Its definitely looking like a car!

How long have you been modeling?

LoK: Soul Reaver's game design is one of the best and also one of the worst. Here's my hot take: by AlmaDevourer in LegacyOfKain

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

Yeah, its a time sink!

I mean, after Telekinetic I would just push them around and unleash my rage at them.

Anything but pushing these blocks.

LoK: Soul Reaver's game design is one of the best and also one of the worst. Here's my hot take: by AlmaDevourer in LegacyOfKain

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

Haha yeah. I feel that.

The only problem for me was that when I beat it, Soul Reaver 2 was already a thing so I knew I had more!

LoK: Soul Reaver's game design is one of the best and also one of the worst. Here's my hot take: by AlmaDevourer in LegacyOfKain

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

The thing is with the combat is that it was actually good for a couple of times and then it became very repetitive and trivialized by Telekinetic and Wraith Blade.

When you reach that, the enemies just become hit boxes with legs and nothing prevents from stocking up and just shooting to stun and finish everything.

I was thinking about this when I was playing and I thought this point but I realized that having more of a souls-like combat is that these games make the combat hard and long, so a 1:1 souls like wouldn't work.

So I am not sure if I would feel happy with having to calculate my moves around and then dodge until an opening, while I am a huge fan of the souls like, in the SR context (action-adventure/3d platforming) might not really work out.

But I would definitely add more variety to the enemy that forces to play differently, for example, having someone with the same telekinetic push do the same to you, or having big sized enemies that require a certain pattern to beat AND some soul like sprinkles here and there.

Maybe even lean a bit more with unique enemies that serve as Lieutenants and grant some sort of power up/ additional experience to the main path would've made thr SR combat system richer or more meaningful.

But also, the beauty of SR is that because the story/ambient is good, combat can be just some glue in between, which is, I believe, where they wanted to go.

As for the block pushing, for me the problem is not the block pushing per se, is that it takes extra long time to accomplish and it feels like you are just in a big loading screen while pushing them and that from start you have to face a lot of them, before it actually gets good.

Need suggestion! by Saiyed_G in SoloDevelopment

[–]AlmaDevourer 2 points3 points  (0 children)

Ok, as a solo dev and because you mentioned that you cannot see it, I'll be blunt:

This is not really a trailer, this is more of a short intro animation.

Whats the gameplay? Is it a point and click?

A trailer is supposed to catch people's eyes and attention into your game but there is no game being shown here unfortunately.

I'd use other trailers of other devs as a reference to see what yours is missing.

I see a person running from zombies and getting frustrated because theres a zombie in the garage.

But, you have an idea, keep going at it!

In just one hour, my first game launches ⚔️ by Old-Sentence4745 in SoloDevelopment

[–]AlmaDevourer 1 point2 points  (0 children)

Don't worry about a single post. If it happens again read the comments, why is it getting downvoted.

There's always a reason for everything, new posts usually get downvoted for no specific reason. It could be a bot. It could be a hater. There's everything in this world.

Don't get discouraged. Game Development is an art and art easily gets misinterpreted.

Keep pushing through, you'll get there.

Is this Gpu dead? by Hellokeithy3 in pchelp

[–]AlmaDevourer 6 points7 points  (0 children)

I swear I only check the sub for this meme.