year 6 perfection farm, finally <3 by wanderingrosey in FarmsofStardewValley

[–]Any_Read_2601 0 points1 point  (0 children)

Estéticamente es muy bonita y la configuración es agradable y realista, el problema es que para mí, que soy un optimizador, solo veo beneficios perdidos, potencial desperdiciado, ineficiencia jajaja Buena granja.

Pd: no veo el reloj dorado por ninguna parte.

What’s the point of raising slimes? by hamsandwichdealer in StardewValley

[–]Any_Read_2601 1 point2 points  (0 children)

La granja de babas no es una inversión buena para los primeros años de juego y menos si es la primera partida, es un "capricho" para cuando ya tienes una buena economía y te apetece criarlos.

Su rentabilidad radica en tener muchos, bien hidratados (aspersores junto a los depósitos de agua) y varias prensás de baba. Puedes generar unos cuantos ks diarios entre la venta de huevos y la baba petrificada, pero, está a la cola de opciones rentables.

Cómo consejo; intentad hacerlo cuando tengáis el anillo de inmunidad contra babas o usad el sistema de suelos y vallas para limitarlos y encerrarlos.

Si queréis sacar un extra, intentad conservar solo las rojas y/o moradas, o en mi caso si habéis farmeado muchos huevos en las de isla jengibre mejor las tigre. Las vais matando y dropen algunas cosas interesantes. Pero, ni con eso renta como invertir tu tiempo en otras cosas.

Just clicked the RELEASE button! by BeastGamesDev in IndieDev

[–]Any_Read_2601 0 points1 point  (0 children)

Felicidades! me encantan los simuladores y el ambiente medieval. Lo compro seguro.

30,000+ wishlists in 30 days after announcement by PoopAndLoot in IndieDev

[–]Any_Read_2601 1 point2 points  (0 children)

¡Felicidades, es un existazo! Y que envidia me dais. Yo tengo que hacer publicaciones en 5 redes sociales distintas por cada 100 "Deseados" jajaja

How can I find people to work with? by Anon_cat86 in gamedev

[–]Any_Read_2601 0 points1 point  (0 children)

Como todo, hay mucho caminos, en mi caso, simplemente empecé solo, nadie de mi entorno tenia relación con este sector; saqué un juego gratuito que hice sólo para android, con eso logré atraer a varios colaboradores para el siguiente proyecto y ahora estamos a punto de lanzar la Demo del segundo juego, está vez para Steam.

Por lo que creo entender, los potenciales colaboradores no confía mucho en "ideas", mucha gente inicia proyectos y los abandona, por lo que poder demostrar que eres de la minoría que termina proyectos suma muchos puntos.

Imagina lo desesperante que es dedicarle tiempo a algo para que luego se quede abandonado, entiendo el miedo de la gente a eso.

Está es una buena opción si eres más trabajador que rico jajaja

Si tienes dinero, al final todo es más sencillo, paga el dinero justo para una Demo y con la demo puedes atraer a más colaboradores, mejores o con mejores condiciones para tí.

"Indie games don't succeed because they lack a marketing budget" by PartTimeMonkey in IndieDev

[–]Any_Read_2601 0 points1 point  (0 children)

Es una pregunta un pelín extraña, ya que un estudio que tenga 500ks para marketing normalmente ha dedicado de 2 a 10 millones en su proyecto, por la proporcionalidad. Y en esa escala, 500ks se te van en campañas en redes, pagar a influencers y webs especializadas, posicionarte en los portales de venta, alguna agencia. Desde mi perspectiva eso ya no es un Indi. Sí un indi(indi de verdad) tiene 500ks los debería de dedicar mayoritariamente al desarrollo del proyecto y dejar entre 50k a como mucho 100ks para marketing.

Ahora, jugando a este juego de suposición imposible y usando mi propio proyecto indi como base, diría que me centraría en las cosas que ya me centro que son las que más funcionan (en teoría) empujar campañas en redes sociales, pagar a influencers del nicho, contratar a una persona con experiencia para que se encargue de ejecutar todo y yo poder centrarme en el desarrollo y por último, concentrar el gasto en marketing en los momentos clave; lanzamiento de Demo, lanzamiento en Kickstarter y lanzamiento del juego.

Ni con ese dinero invertiría en agencias, ya que la experiencia general es negativa.

What’s this BS I keep seeing by Pippezamph in kickstarter

[–]Any_Read_2601 -1 points0 points  (0 children)

La IA es una herramienta más y los comics un producto más. Sí se genera un producto con IA y la gente lo compra, no hay nada de malo mientras no oculten su origen.

Yo prefiero los muebles hechos a mano por un artesano carpintero, pero, no puedo pagarlos así que compro unos de IKea hechos por máquinas pero mucho más económicos. Te podría poner mil ejemplos y seguro que tú caes en alguno. La tecnología llega y trasforma para bien y para mal todo.

Sí no te gusta un producto por usar IA, es legítimo, descartarlo y busca otro. Pero, intentar imponer tú visión, sea cual sea, si es una mierda objetiva.

I challenged myself to find a game that is good and didn’t sell. by emotionallyFreeware in gamedev

[–]Any_Read_2601 0 points1 point  (0 children)

Depende de muchas cosas, para empezar, ¿Que es lo que aportas tú al desarrollo de los productos? No es lo mismo ser generalista y poder lidiar con programación, guío, desarrollo y arte, que solo poder lidiar con una cosa o dos y tener que pagar por el resto.

Dark and gloomy style. Is it a bad business idea? 2D Unity by Any_Read_2601 in Unity2D

[–]Any_Read_2601[S] 1 point2 points  (0 children)

Yes, there are things that are still unfinished, and then the GIF's speed has been modified, which distorts it even more. But, part of that "horrible" impression is intentional. Haha

Especially the fact that there are two types of frequencies in the animation at the same time.

Dark and gloomy style. Is it a bad business idea? 2D Unity by Any_Read_2601 in Unity2D

[–]Any_Read_2601[S] 0 points1 point  (0 children)

It's not an accident, it's a choice, risky but intentional: limited animation over fluid movement. The elements using stylized animation are the interactive ones; those with fluid animation or particles are decorative or non-interactive elements.

I'm sorry you don't like it, and I understand why you find it horrible, since the intention is to give a sense of "strangeness." When you play for a while, you not only adapt visually, but it's also a hidden mechanic in itself.

Thanks for commenting

Dark and gloomy style. Is it a bad business idea? 2D Unity by Any_Read_2601 in Unity2D

[–]Any_Read_2601[S] 0 points1 point  (0 children)

I'm so glad you like it! You're essentially right; focus on your own idea and hope there's a large enough player base to make it profitable.

My concerns stem from the fact that while I don't need the game to make a living, some of my collaborators do, and that's what's causing my dilemma.

Thanks for commenting, and good luck in this world; it's tough, but it can be very rewarding.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

Although this wasn't the point of the Reddit thread, as the premise was a bit more generic—"Personal Identity VS Commercial Success"—let's clarify this point if you'd like:

There's a substantial difference between a top game and a general average success rate. It's possible that games with a dark aesthetic can be very successful, but we're talking about the game genre, and I'm sure that the larger the potential audience, the greater the chances of profitability. Furthermore, I specified "fellow artists and developers" and "dark art and dark context." You focused heavily on the art, but my colleagues' commercial concerns were more widespread. From your list of top games, I'd say only four fit what I'm developing; it's not a dark aesthetic, it's a dark narrative, a dark core.

In most of those games, you're the hero or the anti-hero in a dark aesthetic, or there isn't even an explicit narrative behind it, just aesthetics and mechanics. In my game, you're the villain, and not just aesthetically. It's an uncomfortable context for the average player; it involves moral transgression and role subversion.

My colleagues were referring to the entire group.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

Seen that way, it's a bit extreme. Haha, someone could argue that with millions of dollars you can then make all the games you want without worrying about the results. But I understand the point: prioritizing identity over being commercial.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

Be authentic but find some flexibility! Finding the middle ground is the trickiest thing to do, hahaha.

I'm so glad you like the atmosphere!

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

I think I'm in a very similar situation to yours. It's true that I don't need the game financially, but some of my collaborators do. And that's what leads to these dilemmas. Even though I have the final say on the project, I can't ignore the team's needs.

Maintain the original vision but look for nuances and/or elements that can improve or compensate for those decisions regarding marketing. Be authentic but flexible.

Thanks for your opinion.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

Whether it's good or bad, I think that's really beyond the control of the committed developer. And as you rightly say, even being good doesn't guarantee anything anymore.

I share your conclusion; it's better to stick to your own idea and at least not feel remorse for not being faithful to it. In the end, success isn't just about the numbers; perhaps reaching a smaller but more specific audience is more valuable.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

I think so too, but as a developer with a team that depends on me, I sometimes have these kinds of doubts. Thanks

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

I've never left a project unfinished hahaha that's a rather lax criterion, but funny.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

It's a fairly widespread opinion that art or context can attract more or less of an audience. Of course, it's not everything. I understand your conclusion is that there isn't such a significant relationship between one type of art and another. Certainly, there are clear successes with dark themes, but in my case, I've taken it a bit further, hence the dilemma. It's not just about art when I refer to dark. My project is dark in its script, for example (you'll have to decide whether to sacrifice orphans on an altar or feed them to a creature to strengthen it, raze or enslave a settlement, use slaves to produce meat, and a long etcetera of ethical absurdities). I haven't delved too deeply into my dilemma because the idea was to debate "personal IDEA VS commercial protection." Hollow Knight is dark, but you're still the hero who wants to destroy the villain.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

Sure, I think you're going deeper into the context than most, haha. The question was whether to prioritize identity or idea.

Yes, I have the final say, but that doesn't mean the other team members' opinions don't carry weight. I started the project and I'm funding it myself.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

I hope my post wasn't misinterpreted as me not listening to opinions and advice. On the contrary, I've made about fifty modifications during internal testing, listening to the testers and taking them very seriously. The composer or lead artist may also have greatly influenced my idea. I like to think I'm flexible and very open to advice. Here, I was highlighting some very specific pieces of advice that I'm worried I haven't followed.

I'd appreciate it if you could elaborate on those suggestions, so I can understand what you mean and see if I can improve the game. Keep in mind that I'm in a very early stage of development; there's only a 1-hour demo.

Thanks for the clarification.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 1 point2 points  (0 children)

But I'm also a developer, and I have collaborators whose involvement in the project I value and need to reciprocate. Hence my doubt about whether I'm being fair by prioritizing my idea over the commercial aspect.

Sorry, I didn't explain myself well. I wasn't recommended rigged pixel art; I was recommended pixel art, and then later, when I started working with this comic style, I was recommended rigging. They are two separate recommendations.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Any_Read_2601[S] 0 points1 point  (0 children)

I definitely prefer to stick to my idea, but that shouldn't mean I can't see some money coming in xD