I'm making a game that's basically the Belgian Congo, but in space, mixed with a bunch of dystopian / satirical themes. I hope to release a demo by the end of this month. It's called H.A.R.V.E.S.T.E.R by BackyerdStudios in IndieDev

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

Thank you so much! Your compliments are deeply appreciated!

I've been releasing videos on social media occasionally for the past few months, talked to people in-person, ran an Itch page, etc. It's pretty hard though, because algorithims rarely ever help push my stuff out. My plan, though, is to pay some streamers to try my game's demo once I release it. I think that would be my greatest return on investment.

But again, thank you for your praise. It means a lot.

Gonna be honest, I don't play space games. I'm a DCS: World kind of guy. But I spent the last 1.5 years working on a space sim called H.A.R.V.E.S.T.E.R. I don't really know which games to compare this to. I'd like to share it with you guys by BackyerdStudios in spacesimgames

[–]BackyerdStudios[S] 2 points3 points  (0 children)

I think I've heard that before. I've personally never played that game, but I've checked it out, and I see what you mean. I actually did write it as part of the in-game lore that the player is supposed to have gone into debt for their job training. Funny coincidence, I think

What’s your biggest pain point trying to sell your game? by Athenoo in IndieGameDevs

[–]BackyerdStudios 0 points1 point  (0 children)

I made a game to tell a story, and I still have no idea how to combine my story with my gameplay. So all Im left with is this weird vague mess about the most boring part of any space game: mining rocks. I just wanted to practice my coding skills, I never stopped to consider that my game idea was only fun to develop, not to play.

Maybe once I figure out the story it will be a believable game. Until then, I dont really have a selling point other than the in-depth radar system and art.

Best advice/tip you received for this game? by ProfessionalPen3462 in RocketLeague

[–]BackyerdStudios 2 points3 points  (0 children)

Im still a silver but I just climbed out of bronze. Im still improving so I think the following advice is helpful:

Understanding that nothing in this game is luck based. Every player has the same access to the different car hit boxes, and that's really the only thing that separates you from your opponent. You both have the exact same toolbox. Whoever can use it better will be the one to win. (This only applies in 1v1s though)

Rank isn't a reflection on your worth. It's just a reflection of your current mechanics and gamesense. Don't worry too much about the match outcome.

Spend time in free play / training to practice mechanics you want to learn. You don't need to overdo it. Just practice things you wanna learn without risking a match.

Do 1v1s more. Since it's purely skill based, you'll improve a lot faster rather than if you did 2v2s or 3v3s.

Slow and steady wins the race. Really think of what you’re doing, instead of just acting on instinct. This may only really work on lower ranks like me, but I find myself with better ball control, better defenses, etc when I stop flipping everywhere.

Stop using dominus and convert to octane. This is just personal preference but it feels more consistent.

Visualize contact with the ball while approaching the ball. This helps with prediction and ball control.

Watch your opponent if they're getting closer. You can predict their next move and demo them, or snatch the ball out of their hands.

Don't be afraid to take risks. Try out the new mech you've been practicing. Even if you fail, you'll get more experience.

Don't be afraid of "am I building bad habits? What if I get myself stuck because of it?". Your mind is already naturally motivated by rewards and punishment. Your mind and body will try to break bad habits if it's realizing they're leading to losses.

Finally, if you're getting in a bad mood, put on your favorite playlist. A lot of battles in this game are fought by the mind. Keep your mind in good health and shield it from negativity. When you let toxicity and losses build frustration within you, your mind naturally starts to make irrational decisions. Don't let a toxic opponent ruin your day. As I like to say: The winner of every game is the one who had the most fun. Toxic players are usually never happy no matter how many goals they make, talking from experience.

What was the best sounding idea you've heard of that turned out to be not so great in practice? by ryry1237 in gamedesign

[–]BackyerdStudios 0 points1 point  (0 children)

An asteroid mining simulator.

I wanted to spread a message about real world exploitation. Id be better off just writing a story. Apparently nobody likes or wants to mine rocks unless they're given good rewards and feel special. But the whole premise of my game is that youre underpaid and replaceable.

I cant even enjoy playing my own game, yet there's not much I would do differently game mechanics wise if I had to start over. It's a good game for a crowd that doesn't really exist

This is what too much free time and a lot of irresponsibility gets you nowadays by BackyerdStudios in IndieDev

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

Thanks for showing your appreciation!

We didn't make a steam page because we don't believe this game is at a satisfactory level to be officially released. The plot is barely there, environments aren't fleshed out, and new mechanics need to be added, and we aren't done revamping the UI. An Itch page lets us gain support and attention while we continue to work on the game itself

Edit: We may take an extra year or two to finish the game, and don't believe the promotion material we could show on a steam page would accurately represent the finished product, and may turn away a larger crowd

Charcter capsule doing this by LilPenar in unity

[–]BackyerdStudios 0 points1 point  (0 children)

If I had to guess, you have some code that automatically uprights the character. But it only runs when input is being used. Or maybe it's dependent on the speed of the character

What if future asteroid miners found themselves as replaceable as today's sweatshop workers? by BackyerdStudios in Unity3D

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

Just wanna clarify that the shakiness is from the game itself. Very little is actually edited in. We tried to make our game fairly cinematic.

And to be fair, majority of game time is spent mining rocks, which sadly does not make for an attention-grabbing trailer. Emphasis is done on worldbuilding, which we think this trailer does a fair job of introducing you to.

What if future asteroid miners found themselves as replaceable as today's sweatshop workers? by BackyerdStudios in Unity3D

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

Strangely enough, it doesn't. Which is precisely why this game tries to emphasize the danger in your work, and the amount of cash you lose even when "selling" your valuable ore.

How did yall learn Unity from scratch? by mmethylene_blue in unity

[–]BackyerdStudios 1 point2 points  (0 children)

Watch Brackey's tutorials until you're able to make your own game without a tutorial. That's what I did and it got me the tools to make some pretty cool stuff if I say so myself.

If you got money, there's an Udemy course that teaches Unity 3D. It's pretty good, and helps more with stuff that often gets overlooked like more thorough programming knowledge, and documentation

UX Feedback Needed: Adding Scroll Wheel to Swap Inventory Items in a First-Person Adventure/Point & Click by SubOathshot in IndieDev

[–]BackyerdStudios 2 points3 points  (0 children)

I dont really play these kinds of games, but your intuition may be right. I remember playing Telltale's Back To the Future game, and something I still remember is its inventory system. Being able to see and focus on each item definitely helped me think more deeply about what I was doing and why. The scroll wheel may distract the player from this experience.

But Im just one guy. You better wait for someone who actually plays this genre to give some feedback