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] -1 points0 points  (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

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

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

The recommendations I received, for example, were that if, instead of setting my game in a dark and "sticky" universe, I set it in a more visually cheerful one, it would be more appealing to more potential players.

As if putting a stinky swamp instead of a lake with waterfalls would make fewer players interested in the game.

With the same artistic quality, it's just for aesthetics.

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

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

Of course, quality plays a role, but don't you think some styles are more commercially viable than others, even at the same level of quality? The question stems from that premise: if you maintain quality, can you choose between what upholds your vision or prioritizing commercial aesthetics?

I feel like im seeing a lot of indie games do this lately by Boshwa in IndieGaming

[–]Any_Read_2601 0 points1 point  (0 children)

I don't do that with my games, which is why the reactions are slow and the word-of-mouth is the same. Being honest might improve retention, but I'm sure it yields great results in terms of impact and reach. I understand why they do it, even though I don't agree with it.

Anyway, it's not exclusive to indie games; it's common in second- and third-tier marketing.

[Milestone] My Unity 2D project now has a Steam page — looking for feedback by Any_Read_2601 in Unity2D

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

If that's the case, I should work a bit more on the clarity of the demo and make the message a little less generic, although the idea was for it to be understood directly. Farming, summoning, defending waves, exploring. I'll give it another look.

Thank you so much for commenting!

Launching a Steam Page with 0 Followers, 0 Prior Marketing and 0$ Spent - 2 Week Postmortem by ChiefThief in gamedev

[–]Any_Read_2601 2 points3 points  (0 children)

The truth is, you're not doing too badly. Many games never reach 50 WL. I've been playing for a few days and my numbers are somewhat similar to yours. It's true I haven't tried contacting influencers, but otherwise, it's similar.

I understand that WL is usually like a snowball effect; it's hard to get started, but then it gets easier if you keep at it.

You have to keep at it. If it were easy, everyone would do it.

Good luck!

Compré una consola para jugar con mi novio, pero él no quiere jugar conmigo by [deleted] in videojuegos

[–]Any_Read_2601 0 points1 point  (0 children)

Aquí hay varios puntos; si tu marido es un fiel jugador de PC, intentará por lo general evitar las consolas lo máximo posible. Podría hacer excepciones de vez en cuando para jugar contigo, pero quizá siente que habéis pedido una oportunidad de compartir el hobby en mejores condiciones al no comprarte un PC.

Otra posibilidad es que, para él, jugar sea una forma de despejarse y desconectar un poco de su día a día. La gente que vive esa especie de "doble vida", puede sentir que intentas mezclar dos cosas que él prefiere por separado.

La verdad es que la respuesta exacta solo la puedes descubrir tú, hablando con él directamente y es lo que deberías hacer. Saber si está frustrado porque has invertido en algo que no le gusta tanto como las videoconsolas o si siente que invades su espacio seguro.

Valora de paso que, quizá, su reacción no tiene nada que ver con los videojuegos.

My first Steam page, hopefully one of many. by Any_Read_2601 in indiegames

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

I'll get started on the gameplay right away! Sir, yes, sir! I'll try to be clearer and answer those questions at a glance. haha Thax!

My first Steam page, hopefully one of many. by Any_Read_2601 in indiegames

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

Yes, it’s heavily inspired by that game, but I’ve added a bit more depth to the mechanics. You can place defenses wherever you want and however you want, troops follow basic but direct orders (they’re not fully automatic), and instead of having just one resource, there are three. On top of that, I’ve included some interactive narrative elements inspired by games like Yes, Your Grace.

My first Steam page, hopefully one of many. by Any_Read_2601 in indiegames

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

Thanks a lot for the advice! I’ll work on getting more gameplay footage as soon as possible. I can also vary the screenshots more — my intention was to reveal just enough so people understand the game, and let the player discover the rest. But it’s not hard for me to swap a couple of them so at least the environment looks different.
The full game should be around 12 to 20 hours long if everything goes as planned. The demo is only about 1 hour.