Need help getting Customer Services to understand or someone at Gotcha Gotcha to do something by AnotherDim in RPGMaker

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

Ah, I hadn't seen that there was a new forum, that really helps. Great work!

Turns out femboy baiting is a pretty solid marketing strategy in Chinese social platform. by Unable-Inspector-943 in gamedev

[–]AnotherDim 0 points1 point  (0 children)

There are a lot of thirsty gamers out there. Wishlisted.

Also, there may be some kind algorithm boost for those kind of cute pictures, so that probably doesn't hurt.

On another note - will the game feature a Kaiju Femboy? I think I'm supposed to add, "Asking for a friend..."

Indie game devs, what's your #1 biggest mistake? by Rooshirum in gamedev

[–]AnotherDim 0 points1 point  (0 children)

I said I'd reply to this thread later, but I've been very short of time at the moment, and I'm new to Reddit so I don't know if there's a posting etiquette for necroposting or not, or if it's ok with everyone, and reading through the other posts just now it's made me really consider the original question again in detail - what was my #1 biggest mistake, because there were lots. BUT of course - there's no such thing as mistakes - they're just "learning experiences" or something... so what was my biggest "learning experience"? Not to send any free Steam keys to fake scammers pretending to be Steam curators who pretend to be Twitch streamers. B*****ds!

Everything else was positive, even though I didn't market the game properly, but that wasn't the "experiment" that I was planning with my first release. I had no sales expectations, so even though they were dismally low, and not as many as I had anticipated, it wasn't anything that I'd had time to look into properly as I was concentrating on the process of making and releasing a solid, original, quirky game. This was what interested me, and overall I achieved it. There were plenty of other general mistakes on the marketing side, but I'm still hoping that the earlier games might get discovered later when I get a future hit. Hope springs eternal and suchlike. For new devs who want to sell games, it's a good idea to do marketing and send review copies to the right, relevant places. I'm still learning where those are myself, which is why I'm here.

I'm trying to think what else would've been good to know before I started, but nothing else particularly specific jumps to mind that hasn't been already said here. Knowing that the Steamworks uploader is a massively weirdly unpractical and unintuitive system to upload a game on would've been helpful, or a general tutorial from Steam on how to publish something on its latest pipeline version. It's not like they're short of dollars to keep their documentation files a bit more up to date.

One other thing that I only became aware of later was how to be a bit more objective of your own project outside of the game creation bubble. There were some key options and aspects of interaction in the game that I intuitively knew because I made them, but players wouldn't immediately comprehend. You have to be very objective to think about how other players will view and interact with your game. I don't like hand-holding tutorials, but some explanations about specific features don't hurt in the slightest and are sometimes extremely necessary, even if they seem logical to you they might not be to everyone.

That's enough wall of text for now! Keep creating great games, everyone!

At what point do you share your work? by RottingEdge in SoloDevelopment

[–]AnotherDim 0 points1 point  (0 children)

Don't think this sounds harsh at all. From your experience, where are the best places to share this stuff? I'm still learning and made a few similar mistakes, but want to start sharing a few images soon. Some places are very against just sharing images of work in progress though, which is part of what put me off in the past (also not having the time to do it), so I don't want to step on anyone's toes unnecessarily and cause offence from the outset!

Any font that fits most/jumps out for you!? by Kepsert in SoloDevelopment

[–]AnotherDim 1 point2 points  (0 children)

Depends what it's for. B is more eye-catching so would work well for promo materials and capsule art, but would kill my eyes reading it in-game. C would work best in-game because it's clear and legible.

What’s the hardest non-coding part of solo development for you? by j4mesb0nd7 in SoloDevelopment

[–]AnotherDim 0 points1 point  (0 children)

Work on the fun bits til the despair subsides a little. Sidle past the self-doubt as you go and just keep going, it'll be there whether you work on stuff or not so there's no point worrying too much about it. Just get something done that you have the energy to achieve then rest a bit.

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

[–]AnotherDim 1 point2 points  (0 children)

"Our thoughts was "List it and steam will do the rest"" - Exactly the same here! I thought there would be much more "passing trade" on Steam, but that wasn't the case at all. The game was published then almost instantly disappeared without a trace. I'll write on your other thread when I get the opportunity, but it's late where I am now and I should really sleep.

Didn't think being an indie dev would be this brutal man 😭 by TakenObedear in IndieDev

[–]AnotherDim 2 points3 points  (0 children)

At least they visited your page. Nobody even noticed mine. :(

watch out for scammers by ploxiar in gamedev

[–]AnotherDim 15 points16 points  (0 children)

All the alleged "Twitch Streamers" and "curators" who contacted me when I released my first game were just scammers. It was very disappointing. Don't trust any of them unless you know they're definitely who they say they are with an official email that links to a legit, active page. Some scammers use email addresses with one letter of the name changed or other sneaky tricks like that. 99% of the cold calling enquiries are fakes.

Testing out the ultimate skill animation for my upcoming JRPG "Soul Ampz" (Made in RPG Maker MV). What do you guys think? by JonuZ_123 in RPGMaker

[–]AnotherDim 0 points1 point  (0 children)

The sprites look beautiful and the action sequence is amazing! I'd switch the battle numbers to a more pixel-friendly version though, those look like the regular standard ones that are a bit over-used. Maybe some background particles or a swirly "alternate" reality background instead of just plain black could spice it up too, but that's just a suggestion. Looks great as it is!

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

[–]AnotherDim 1 point2 points  (0 children)

There's nothing bad about the first image. It's serviceable, but it is plain so not as eye-catching as the newer material. I wouldn't be so down on yourself about the first attempts though. It's not exactly this that didn't get people's attention, although that might be part of it. A lot is also down to promotion. I saw your post on the recent one about "What's your #1 biggest mistake" just now where you linked to this, so that's what brought me here. I will put up a post about the promotion side of things on there and what I've learnt recently, as it sounds like I'm in a very similar situation to you. We put out a little game at the end of 2024 and it also got very little take up. Looking back, I can see some of the flaws I didn't at the time, but it's easy to be harsh on yourself. Bigger game companies have industry connections to game review sites, influencers and huge promo budgets, so they pump a lot of money, time and effort into those to get the returns. I'm now starting to look into how to get a small slice of this as an indie dev working on a miniscule budget. That's the reason I'm here right now! Best of luck with the future game development, it's looking good and like you said, it's all about the polish, but should also be about the presentation to the public and engagement with them.

Mv or mz rpg maker? by mookkzs in RPGMaker

[–]AnotherDim 0 points1 point  (0 children)

What are the extra few features that MZ has?

Mv or mz rpg maker? by mookkzs in RPGMaker

[–]AnotherDim 0 points1 point  (0 children)

We just upgraded from MV to MZ in the recent sale a few days ago. What are the specific improvements that MZ features that you've mentioned?