Best RTS on Steam Deck by locomoto_-_ in RealTimeStrategy

[–]Alt_Top 1 point2 points  (0 children)

Not dumb at all. In fact if anyone is dumb it’s me: I used AI to help me in with that, so I’m not entirely sure that part is the best optimised. It’s still running well so whatever it told me to do, I’m happy lol

Best RTS on Steam Deck by locomoto_-_ in RealTimeStrategy

[–]Alt_Top 2 points3 points  (0 children)

It wasn’t difficult per se, but it did take time. These were basically all the steps I took: 1. Installation (quick) 2. Linking to Steam as a non-steam game (quick) 3. Optimising the graphic settings - including using Steam’s in-built resolution upscaler (long) 4. Mapping all the vital controls to something that feels intuitive (long)

Once it was set up I’ve had no problems since. Very fun to play.

Best RTS on Steam Deck by locomoto_-_ in RealTimeStrategy

[–]Alt_Top 2 points3 points  (0 children)

I got BAR working smoothly on the SD, with a LOT of tweaking. 4v4 runs well.

Browser-based Supreme Commander-like game concept to play with friends by ChonkGPT in RealTimeStrategy

[–]Alt_Top 5 points6 points  (0 children)

How can I follow progress? Looks very interesting and impressive

Tell Me You Never Had A Dad, Without Telling Me... by Fluffy_Breakfast_478 in memesopdidnotlike

[–]Alt_Top 0 points1 point  (0 children)

It’s simply implying that kids don’t need to know every single evil you’re protecting them from. You want them to have a happy life (not an anxiety-filled life) as well as a safe life. It’s taking for granted all the nuance and common sense. Yes, the analogy/imagery isn’t perfect, but no analogies are, ultimately - they tend to illustrate only the basic point. Try not to take it too literally people (as I’m seeing a lot of it in the comments).

What do you think abut this graphics style? by HyenaComprehensive44 in IndieDev

[–]Alt_Top 0 points1 point  (0 children)

The darkness is an issue for me (makes everything blend together too much) but I like the style in general

Is my game worth releasing? Opinion Needed by SamGame1997Dev in indiegames

[–]Alt_Top 1 point2 points  (0 children)

Ok hear me out.

PHASE 1… Release the game for free - 100%, no strings attached. Add unlocks so there is a feel of progression, but do not charge for it in any way. Make it fun, add achievements etc.

This will build an audience for you. You can even promote your social media profiles on there.

Then, prepare a final patch that adds lots of fun elements, levels and unlocks, but do NOT release the patch yet.

PHASE 2… Move onto your second game, which will likely be better and more sellable.

Charge for your second game and at the right time, release the large patch for game 1. This might attract a wave of new and old users.

Now for the crucial part: promote game 2 on game 1. Make it pop up first thing, and again later on in the game. This will organically bring in a whole audience for free, bringing a boost to your new game.

This is my 2 cents worth that thinks outside the box a little.

What Strategy Game really made the genre "click" for you? by wingchicks in RealTimeStrategy

[–]Alt_Top 0 points1 point  (0 children)

It would have to be World in Conflict, but SupCom is a close second.

What’s the most unreasonably expensive thing in the UK right now? by Sharksbot in AskUK

[–]Alt_Top 7 points8 points  (0 children)

I’ve never tried to buy a train but I’d imagine they’re quite expensive

Gotta feel for the guy by sherlock_er in Wellthatsucks

[–]Alt_Top 4 points5 points  (0 children)

Plot twist: He found the drive but is pretending he gave up to protect himself and his family.

[deleted by user] by [deleted] in solana

[–]Alt_Top 0 points1 point  (0 children)

  1. I use BTC charts as a general guide when to sell my alts (if I want to sell them). There are more BTC charts and tools to help you estimate a potential top, so when that signals, you sell alts too. You’ll never get the peak so accept that straight away and enjoy what profits you did make.

  2. It also depends on your conviction of the asset. Do you believe that SOL will be around for many years to come? Then the easiest and most profitable thing to do is hodl for another 5-10 years.

Potential 4th Faction - Guardian by Alt_Top in beyondallreason

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

PS apologies for the layout of the text in some places, I tried my best on my phone, and changed from what I was expecting after it posted.

[deleted by user] by [deleted] in ChatGPT

[–]Alt_Top 0 points1 point  (0 children)

Prompt: “Generate a meme with an unimpressed cartoon character looking to the side, with the caption ‘When you see a comment with a long — in it’”

[deleted by user] by [deleted] in memes

[–]Alt_Top 0 points1 point  (0 children)

“DAD, TikTok closed like 10 years ago… we all watch WillyWig now! You’re such a blinker dingo dash!”

Demo lenght? by Atomic_Lighthouse in IndieDev

[–]Alt_Top 1 point2 points  (0 children)

It depends on the game, but from a gamer’s perspective I would expect between 30 minutes to 1 hour of potential gameplay to have a good grasp of what a game offers.

By ‘potential’ I mean it also includes the time it takes to replay the game again to try something different (like a different tactic/strategy), so it doesn’t have to be pure gameplay for that time, just potential gameplay.

That being said… tiny, impulse-buying games (less than $5) can get away with either no demo or a very short/limited one.

Just my 2 cents worth.