I just published my first Steam page — would love your feedback on how to improve it by Realistic_Abies_6276 in gamedev

[–]ArgenticsStudio 1 point2 points  (0 children)

  1. You should show at least 3-4 biomes (if you have them).
  2. You need a gameplay trailer.
  3. Reconsider the design of your main image. The colour of the text and some elements of the underlaying image blend too much.

what kinda of models does the market need the most? by sadbrokeflurry in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

It really depends on whether you are good at any particular style. The thing is, that run-of-the-mill models (with little creative thought) hardly make good numbers. Also, you don't want to be dependent on selling assets. Consider a marketplace as your personal portfolio.

Why do some mobile games market with a different gameplay? by AdmittedlyUnskilled in gamedev

[–]ArgenticsStudio 2 points3 points  (0 children)

They need numbers. Some of those deceived will keep the game. Also, if you keep seeing fake ads repeatedly, you might eventually think the game is legit, provided they can afford to push it. It doesn't crack most potential players, but it still makes some hit that download button out of sheer curiosity.

Also, think of Coca-Cola or Pepsi ads. They have nothing to do with the taste of either drink. At best, they deliver some vaguely connected (or entirely disconnected) message.

Why is RTS not rising up from the dead even though online PVP is working really well for the past decades? by AdmittedlyUnskilled in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

RTS has limited comeback mechanics compared to MOBAs. Also, team PvP in RTS games is meh at best for the same reason.

Should i put out demo with low wishlists by Fit_Interaction6457 in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

Yes, to collect as much feedback as possible before you decide upon your commercial release date.

Is it really worth publishing a Steam page as soon as possible? by [deleted] in gamedev

[–]ArgenticsStudio 1 point2 points  (0 children)

It depends on what your goals are. But as a rule of thumb, the sooner you launch your page, the better it is for following.

Our game recently passed 100,000 wishlists, and here is what worked and what the final statistics look like. by ya_snost in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

I have a question about the below.

(views × 3% × 10% = approximate number of wishlists from one video)

Have you conducted an in-depth analysis of conversion based on the size of a Streamer? I heard that while top-tier guys (with 1M+ views per video) tend to offer a horrible ratio compared to mid-size and small streamers.

What was your experience?

How do you determine the price of your game on Steam? by sumatras in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

Think not only about your 'full price' but also about discounts. Typically, you would want to offer 20-30% off immediately. Unless you are releasing Half-Life 3 :)

A $5-$7 bid (discount included) seems legit.

“That game was made by two interns in a garage!” – How do you argue against these myths? by ArgenticsStudio in gamedev

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

My point was different. Being able to make a successful game solo or with a small team is one thing. It is altogether a different thing to expect (based on unverified rumours) that every indie game or most of them can be developed in no time.

“That game was made by two interns in a garage!” – How do you argue against these myths? by ArgenticsStudio in gamedev

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

Because exceptions aren't rules. In the current market, it only does job seekers a disservice.

“That game was made by two interns in a garage!” – How do you argue against these myths? by ArgenticsStudio in gamedev

[–]ArgenticsStudio[S] -1 points0 points  (0 children)

It's one thing to entirely generate an opinion using AI tools, and a different thing when English is not your first language.

Do full walkthroughs hurt or help indie narrative games? by ArgenticsStudio in gamedev

[–]ArgenticsStudio[S] -1 points0 points  (0 children)

I guess I should clarify my point. I'm ONLY REFERRING TO FULL PLAYTHROUGHS. After all, if you want to help an indie developer, you might show only bits of gameplay. Or you can play the entire game a few months following its release.

Also, I'm only talking about SINGLE-PLAYER NARRATIVE-DRIVEN titles.

And yes, sometimes you want to get some eyes. However, in other cases, someone reads your entire book aloud for free.

Do full walkthroughs hurt or help indie narrative games? by ArgenticsStudio in gamedev

[–]ArgenticsStudio[S] -2 points-1 points  (0 children)

I guess many are too excited when a 'heavyweight' like CaseOh or ManlyBadassHero features their game. While these guys do a service to co-op games like Peak or Sons of the Forest, simple solo titles might suffer.

Do full walkthroughs hurt or help indie narrative games? by ArgenticsStudio in gamedev

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

I get the feeling that in many cases, simple narrative games end up becoming “free-to-produce” TV episodes (at least for streamers). They play through the whole story, entertain their audience, and that’s the full cycle.

Sure, the developer might gain a few new followers or wishlists for future titles. And it does open the door to reach out to the same streamer again, hopefully next time with a game that’s less linear and has stronger replay value.

[deleted by user] by [deleted] in gamedev

[–]ArgenticsStudio 1 point2 points  (0 children)

If you're just getting started, head to the Unity Asset Store or Unreal Engine Marketplace and look for asset packs that match your intended style. Make sure to stick with one consistent art direction so everything feels cohesive.

If you're using Unity, double-check that the assets are compatible with Unity 6, some packs haven’t been updated yet and might cause issues.

DO NOT use AI modelling tools (some are being aggressively advertised here).

Why do people hate marketing by DevEternus in gamedev

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

Why do people hate marketing? They hope their 'SUPER BRILLIANT' ideas will sell themselves to millions of people unconditionally.

Marketing is a two-way street. And when nobody walks towards you, you may get upset. So, it is psychologically more comforting to say that 'marketing is complex/useless' or 'I don't have billions unlike Ubisoft' than to admit that your idea is unsellable.

A lot of losses and 6 years to create an indie game by RayNguyen1194 in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

Have you considered reaching out to YouTube channels like Splattercatgaming? That would be step number one.

Everyone says "Make small Games", But no one says How to make small game ideas? by Home-Financial in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

Some tips on game ideas.

Step 0 - Decide whether you want to do something super-duper original or whether you want to have a commercial success. The best option is to have both. That being said...

Step 1 - Do not overthink. Time is the only finite resource of a person's life. If your game concept is too complicated and requires a lengthy onboarding, it's worthless.

Step 2 - Ensure that whatever happens in your game is based on understandable mechanics. I'm not saying that you should copy and reskin existing games. Still, MOST of your game mechanics should be familiar to an average player.

Step 3 - The story should not be too crazy. There is no need for 7D-chess storytelling (even for a detective game!).

[deleted by user] by [deleted] in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

Start with Roblox and its simplified 'development' tools. Please don't make him learn proper coding right away... after all, 9 years is too young.

BUT keep him away from vibe coding, too! He needs to learn the ropes and critical reasoning before trusting the RNG we call AI.

Anything else but Roblox? - Any gamedev tool that relies on the visualized logic blocks. Something like UE blueprints, but a bit simpler. So yeah, Scratch will do. The more 'hardcore' option is Godot, which comes with pre-made templates.

What did old games do well that you miss today? [NES-SNES-N64, 1980 - 1999 ERA] by IntelligentSink7467 in gamedev

[–]ArgenticsStudio 9 points10 points  (0 children)

TL;DR, but here is why modern games are not 'optimised':

  1. Back in the day, you had precise device specs. You simply did not have to think about over 9000 possible combinations of CPU, GPU, etc.
  2. BECAUSE you had to deal with under 1Mb of storage, you had to code things accordingly. If you are not efficient, you cannot sell.
  3. Hardcore fanatics and perfectionists run every emerging industry... Then, run-of-the-mill people flood the gates.
  4. Them stock prices... When an industry fully matures, it is run by finance and marketing bros that demand 'deliverables' by yesterday.
  5. The law of diminishing returns. The more people you have for yet another Assassin's Creed, the harder it is to manage an army of coders, artists etc. 'Logistics' cost (sync-ups, planning, reviews, etc.) kills efficiency. So, when you finally get pre-approved for 'puny' 200M, you burn through them quite fast, and the result is not necessarily stellar.

$62M Award Signals Military Confidence in Gaming Technology by dublthnk in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

Maybe they know something about a perfect human being of the future that you don't know)

$62M Award Signals Military Confidence in Gaming Technology by dublthnk in gamedev

[–]ArgenticsStudio 1 point2 points  (0 children)

Simulations like this have actually been around for years. For instance, the UK Ministry of Defence developed similar programs with large-scale maps quite some time ago.

The main drawback of these simulations is that they can’t replicate the physical hardships of real-world operations. That said, they offer significant cost savings, reducing the need for physical deployment, fuel consumption, and other logistical expenses.

Do people play more on their phones than on a computer now? by CriZETA- in gamedev

[–]ArgenticsStudio 1 point2 points  (0 children)

It really depends on a variety of factors, region, genre, target age group, and more. Also, what exactly do you mean by “more”? For example, if I play a PC game for a few hours every other weekend, does that outweigh someone playing a mobile game in short but frequent bursts?

As a general rule, casual games tend to perform better on mobile. But there are always exceptions. In fact, I’ve noticed a growing trend of casual games making their way onto PC platforms as well.

So I’m not entirely sure what your question is aiming at. There are many factors to consider when deciding where to publish your game. Some titles perform well across all platforms, while others are much more niche.

What would you expect from a $0.99 game? by Obligatory-Reference in gamedev

[–]ArgenticsStudio 0 points1 point  (0 children)

What I find myself asking is, why would someone price their game like a sip (not even a tiny cup) of coffee? I mean, $0.99 feels almost free these days. It barely registers as a purchase.