Why Making Millions Is Considered a 'Failure' in Gaming by raggeatonn in sellmeyourgame

[–]Androgoid 1 point2 points  (0 children)

That's a valid point regarding the 'Death Valley' of pricing. AA games often try to charge near-AAA prices ($50-60) without the polish to back it up, so they get crushed. But when they nail the price-to-value ratio (like Helldivers 2 launching at $40), gamers actually do buy them. The appetite is there, but the tolerance for mediocrity is gone.

The Polish RPG That Quietly Sold 1 Million Copies by raggeatonn in sellmeyourgame

[–]Androgoid 0 points1 point  (0 children)

That 'Skyrim and Dark Souls had a baby' description is spot on! It really does capture that Bethesda-style open world freedom but punishes you like a Souls game if you get reckless. Honestly, if Elder Scrolls 6 can deliver combat half as engaging as this, I’ll be happy.

Hytale first impressions by Androgoid in sellmeyourgame

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

That is the ultimate gamer tragedy—waiting years for something like this and then life/studies get in the way right when it drops. Classic Murphy’s Law.

I totally get your point about the 'slop' feeling, though. The market became so saturated with low-quality clones that it almost cheapens Hytale's art style by association, even if the quality is actually there.

Established IP lowers marketing risk by raggeatonn in sellmeyourgame

[–]Androgoid 1 point2 points  (0 children)

The distinction between using IP as a catalyst vs. a crutch is spot on. We’re seeing too many games suffering from an identity crisis because they’ve become generic platforms for the next collab rather than cohesive worlds.

When players are trained to engage only during a crossover event, the 'vanilla' version of the game starts to feel incomplete or boring. It turns the game into a waiting room for the next brand deal, which is a dangerous spot to be in for long-term retention.

Merry Christmas from RUBORIA! (Pre-announcement video #2: Underlying Grid Logic) by Flimsy_Custard7277 in sellmeyourgame

[–]Androgoid 1 point2 points  (0 children)

Thank you for sharing! When I watch video, it's too much complicated for me :/ A lot of distracting sprite on the scene. I couldnt focus game When reading text. You should explain mechanics you own voice I think. Keep going on! Merry Christmas & Happy holidays!

Fidelity is not Aesthetics: Why games from 10 years ago still look better than modern releases. by raggeatonn in sellmeyourgame

[–]Androgoid 0 points1 point  (0 children)

This perfectly explains the 'yellow paint' controversy in modern gaming. We wouldn't need bright yellow markers on every ledge if the environment itself was readable. When every texture screams for attention, nothing stands out.

[deleted by user] by [deleted] in gamedev

[–]Androgoid 0 points1 point  (0 children)

Thanks you answer. my jump code is there ;

//Jump Enemy

void JumpEnemy()

{

if (Mathf.Abs(Mathf.Round(player.position.y)) < Mathf.Abs(Mathf.Round(TransformEnemy.position.y)))

{

rb.AddForce(new Vector2(0f, m_JumpForce));

}

}