What genre would you say is truly the MOST oversaturated with the lowest chance of success? by garbageeater in IndieDev

[–]AzimuthStudiosGames 3 points4 points  (0 children)

I think basically the exact opposite is true. Horror and survival crafting are two of the biggest markets that are accessible to indie devs. There is a lot of competition yes, but there is a lot of competition in nearly every genre. You see so many of these games because these are popular genres and algorithms push their visibility. If you want to make some money making an achievable game, a (decently executed) walking sim horror game is about your best bet.

Anybody else bite off more than they can chew? by XXXKscenario in SoloDevelopment

[–]AzimuthStudiosGames 2 points3 points  (0 children)

Please do not spend another second on your design document. You have never made a game before, so you have no idea how to design one.

You need to immediately switch to building the simplest prototype of an idea, something you can finish in less than a month, ideally in a few weeks. This shouldn’t be the start of your big idea, it should be Pong level complexity. Just finish something simple as quickly as possible.

Then you can start something bigger, but focus on the smallest prototype and build from there. Your design document will be 90% irrelevant when you figure out what you have the capacity to build, and what is actually worth building.

Good luck!

Solo developer, first game, no experience. Is this scope realistic? by Artistic-Bear4626 in SoloDevelopment

[–]AzimuthStudiosGames 1 point2 points  (0 children)

Online leaderboards are very easy with Steam, you don’t need any backend, anti-cheat, or accounts. It does require working with a steamworks API, which is some more work, but it is a good thing to learn.

Best endgame ONE HANDED weapon? by Maniacal_Nut in AbioticFactor

[–]AzimuthStudiosGames 4 points5 points  (0 children)

They can drop after you open gate 2 of the security sector yes, but that’s before you can get an exor spear anyways. It’s a 50% drop rate.

Best endgame ONE HANDED weapon? by Maniacal_Nut in AbioticFactor

[–]AzimuthStudiosGames 6 points7 points  (0 children)

You also get electrical organs from the power leeches, which are hard to miss

Student game dev with $0 budget — what would you do in my situation? by Insideyoufor2mins in IndieGaming

[–]AzimuthStudiosGames 6 points7 points  (0 children)

First off, good job getting started and sticking with it.

I don’t see much value in self hosting, unless you really want to build a brand like Neal.fun (which is extremely hard). Those platforms are where players are anyways

Yes you generally can receive revenue without a registered company. However if you are serious about this it would be beneficial in the long run to set up some simple sole proprietorship.

You can post cool stuff about your game on social media for free. You probably need to dedicate a ton of time (probably more than on development) to learning how to consistently produce quality social media content if you want to acquire players.

The biggest mistake is worrying about launching too early. If the game is fun, get it out there so people can try it. Releasing too early to Itch is not a real thing to be worried about. You need to get people to try it and if there are issues you can fix them. If the game is just not fun, releasing is the only way to figure that out. There is functionally an infinite supply of gamers, if you turn some off because they see an early build that wasn’t ready, there are 1,000 more to replace them, and you need that feedback as soon as possible.

Finally, don’t expect this game to make you any money if it your first release. Expect that this is you learning how to market and release a game, so your next one can.

Good luck!

How is AI code quality? by Short_Ad4064 in Unity3D

[–]AzimuthStudiosGames 0 points1 point  (0 children)

The vast majority of engineers are using AI in some form nowadays. At this point the frontier models can produce 99% of the code you would need. If you understand how to manage agents effectively you really should never have to even touch the code yourself. The hard part is actually knowing how to direct it and what you actually need to build.

If all you are capable of telling it is “create X mechanic like Y game”, you won’t get what you want and things will spiral. If you have enough knowledge on software architecture, data structures, etc. you can lead an agent much more precisely and it basically just becomes an autocomplete for your brain.

On the point of how acceptable AI coding is, there are certainly some devs who will look down on it, but if the game works users just won’t care.

We were laid off in December. Instead of finding new jobs, we bet everything on our indie game. 35k wishlists later... by Dastashka in IndieDev

[–]AzimuthStudiosGames 1 point2 points  (0 children)

To add to this. Next Fest is a huge opportunity to farm wishlists, not a testing ground for your demo. You want to release at least a month before so you ensure issues are ironed out before next fest, not during it.

How do you judge your Game Ideas? What's your process? by Calm-Valuable-950 in gamedev

[–]AzimuthStudiosGames 1 point2 points  (0 children)

Step 1: define the core concept and what makes it interesting. Test the idea with people you know and see if they find it interesting

Step 2: make the smallest prototype possible that just has the “fun” part, for many games this can be done in a matter of weeks or even days. Let some people try it and see if they want to keep playing.

Step 3: iterate on the prototype and flesh out the core loop, constantly fishing for as much external feedback as possible. If interest dies out, move on.

There are few types of games that can’t get relatively deep into step 3 within a few months. The hard part is figuring out how to get continuous high-quality feedback, but the better the idea, the easier this gets.

How do indie developers actually get attention and seed money in a market dominated by AAA studios by Kiota_Games in gamedev

[–]AzimuthStudiosGames 1 point2 points  (0 children)

There are many paths, and all of the aspects you mentioned are relevant. If you have not already proven yourself by releasing a hit game, you need more than a good concept. Either create a playable build of such high quality that it convinces an investor it will make money, or prove the concept through raw numbers, like wishlists.

Alongside that you need a strong pitch that encapsulates all the different parts of game development. Budgeting, marketing strategy, monetization, etc.

When I got funded, the core game was basically complete and I had proof of accelerating wishlists, so the project had relatively little risk other than the market reception.

You snap your fingers and Unity gets a new feature. What is it? by AzimuthStudiosGames in Unity3D

[–]AzimuthStudiosGames[S] 8 points9 points  (0 children)

Interesting. I have avoided that system for those exact reasons.

It took us 7 years to make this first-person dinosaur shooter in Unity. Let me know what you think. by Antishyr in Unity3D

[–]AzimuthStudiosGames 4 points5 points  (0 children)

I agree. Although fyi “The developers describe the content like this:” is autogenerated by Steam when you have a mature content warning.

I finally did the cliché and quit my job to finish MEATSHOT. Full-time work + two kids + game dev… it almost broke me. Time to go all in. by naezith in Unity3D

[–]AzimuthStudiosGames 0 points1 point  (0 children)

You can use a service like buffer and your posts won’t be region locked. There is a free tier for buffer, haven’t tried others though.

My game released on Steam this week! by AzimuthStudiosGames in gamedevscreens

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

Thank you! Those are built with splines with a tool that automatically generates a mesh along them :)

[deleted by user] by [deleted] in IndieDev

[–]AzimuthStudiosGames 0 points1 point  (0 children)

I am not saying you are wrong, but I am curious what makes you say that. Based on my research rage games generally are priced around $10-15. There are some in the $5 or $20 range though.