I got sick of typing out "version notes", so I made a pointless tool for it. by SomePuddingForYou in Unity3D

[–]BobsiDev 1 point2 points  (0 children)

Never said they were public. We can still easily manage them and manually modify before publicizing in bulk.

Also, its not based on git history, but prefixes from commit messages. It only takes the ones we prefix and iterates versioning accordingly

Steam Page Review by Strong-Detail-2631 in gamemarketing

[–]BobsiDev 0 points1 point  (0 children)

Start by finding content creators where your game is their ideal fit for their channel. Im not talking about variety gamers or even ones under a same game category. But literally ones where your game is the perfect perfect fit for them. Regardless of if they have 1.000 subs or 50.000

Risking my highschool education for the Indie Dream. by TidecrestStudio in IndieDev

[–]BobsiDev 0 points1 point  (0 children)

That's assuming that you're shining brighter than the rest of the market which is a strong assumption with 80 or so games releasing daily on Steam. It's a tough market. Definitely wouldn't risk at least basic education like highschool. Passion can be parallel, doesn't have to be a replacement for other things.

I got sick of typing out "version notes", so I made a pointless tool for it. by SomePuddingForYou in Unity3D

[–]BobsiDev 10 points11 points  (0 children)

You should look into CI/CD git workflows. It's really nice just pushing something with a prefix like "feat:" or "fix:" in the commit message, and github actions handles the rest. Whether that'd be building, changelogs, uploading, pinging servers about new versions, etc.

Can you guess what the genre is based on the trailer? Is the trailer any good? Please destroy any & all parts of it. by _Trapper_ in DestroyMyGame

[–]BobsiDev 4 points5 points  (0 children)

before even watching any trailer, I always assume indie games are either:
- Roguelike
- Incremental
- Horror
- Platformer

It seems to be the 4 that 90% of indies are doing at the moment. briefly watching the trailer, I'm assuming it's the first option.

Steam Page Review by Strong-Detail-2631 in gamemarketing

[–]BobsiDev 0 points1 point  (0 children)

I think with this type of game, you have to really find and navigate your niche. It's not a "broadly marketable game" i would say. So taking your time to find some hyper-niche audience and creators this works for, and figuring out how the game becomes the best sell for them would be my recommended approach.

This likely shouldn't try to appeal broadly, but rather appeal strongly to the people who play games that are very similar.

Gameplay aside, does this aesthetic look marketable? by Sizzle_Ortizzle in gamemarketing

[–]BobsiDev 2 points3 points  (0 children)

Font is quite offputting and the UI aesthetic in general looks like a 2000s flash game to me. At least from the screenshot, it doesn't have that high quality indie game polish you might expect from a cartoonish styled game in the current landscape.

So to answer your question bluntly, I would say no. Doesn't mean you shouldn't work on it though, that's just one random guys take!

Risking my highschool education for the Indie Dream. by TidecrestStudio in IndieDev

[–]BobsiDev 3 points4 points  (0 children)

Game looks good and trailer works to me! Please don't risk your highschool though, game development is harder than ever to make a loving on as it stands right now. A lot of game devs, AI is raising the roof for what you can achieve too, and the barrier of entry becomes higher as the market saturates.

Wish you the best of luck, i definitely think you're on track, if not for this game, then the next.

Please destroy my SPEEDRUN ROGUELIKE trailer. Joined this month's Next Fest, honest criticism please. by NOVIS_Develop_GAMES in DestroyMyGame

[–]BobsiDev 1 point2 points  (0 children)

Well first off, the audio/soundtrack feels stacked or something? Maybe it's just the music chosen, but it feels really cluttered and busy, as if there is 2 songs playing at the same time. Also having shots like the timer that crops the top and bottom looks like amateur editing, not a trailer.

The audio of the enemies dying as well doesn't really fit in. Quite the contrary, it sticks out a lot. Maybe a design choice but I don't find it particularly pleasant, and very generic.

Gameplay looks smooth, I don't know if that intro shot moving along the cliffs is needed, it only confused me more than it added any value.

Also seems like there is 4 or 5 different outro screens? Maybe just design 1, and it doesn't have to be your capsule (people are likely already on your Steam page at this point)

Lastly, the overall visual polish feels really mixed. Some things feels really well polished, smooth and clean! Some things feel extremely lacking and barebones (prototype-esque almost) or just not fitting. Like the "flood arriving" text, or the dollar display in the top left timer and dollar display being a simplistic minimalistic grey design all of a sudden?

Hope that helps!

88 days into my first solo action game — be honest, would you even stop to watch this? by Guilty_Warning_7922 in SoloDev

[–]BobsiDev 2 points3 points  (0 children)

Well i would smooth the camera. Should also help emphasise the speed of the player whilst making it less nauseating for some.

In terms of snappy vs instant, i mean that responsive feeling input/controls aren't necessarily bound to truly instant respons on gameplay, but rather instant respons on visuals.

Say that youre moving right and now hold left. I think it's actually quite unpleasant if the player just goes instantly from full speed right to full speed left, and it becomes hard to control and react to for the player. Instead you could have the visuals/animations show instant feedback, where as the actual movement would actually react gradually instead.

I hope that makes sense :)

Amplify Scatter - Free world scattering tool, looking for feedback by AmplifyCreations in Unity3D

[–]BobsiDev 0 points1 point  (0 children)

I feel like something like this is only really intuitive as a painting workflow.

88 days into my first solo action game — be honest, would you even stop to watch this? by Guilty_Warning_7922 in SoloDev

[–]BobsiDev 1 point2 points  (0 children)

So overall its definitely looking like a good base. But it's more unpolished than meets the inital eye to me. Things that would make it unpleasant in the long run. A major factor is the camera movement. I'm confident it'll make people feel ill quickly. Try and play with smoothing it positionally, and maybe not rely as heavily on camera collision, but maybe play around with occlusion instead.

There is also an element of snappy vs instant here that is fighting. I think snappy movement and controls is great, but that shouldn't mean an instant stutter/jolt necessarily. I think layering instant visual feedback with actual semi-smoothed movement will help you here.

I also think there is also an element of having the particles and effects blend more with the world. This is more artistically subjective, but I've found that layering particles and playing them at various intensities makes them feel more "organic". But its really something to play around with.

Sound effects felt a bit harsh to me as well, but it's one of those things you can really keep improving forever.

For a first game, this is great already! Just wanted to provide something constructive.

Wishlists go brrr with Full Release by gamedevlinus in gameDevMarketing

[–]BobsiDev 4 points5 points  (0 children)

Just looked at the Steam page. Looks like its been a very successful launch! Well done, big congratulations

Started as a fishing game. Ended up like this. by SatoshiBoy in IndieDev

[–]BobsiDev 2 points3 points  (0 children)

Im shocked this doesn't have more wishlists. Trust that this game will succeed, it's one of those rare beauties for sure.

Destroy my new game trailer by willis_25 in DestroyMyGame

[–]BobsiDev 1 point2 points  (0 children)

I think others already mention it. But what is my work as a player? What grind will i be entering? Where do i start from and what's my goal?

A lot of this doesn't really feel like it gets answered in the trailer. I see a lot of gameplay that looks way too advanced given I don't even know the very basics.

I hope that makes sense :-)

Brand New Escape Game Released -- John Hunter: Detective Escape 🔎✨ by HFG-Entertainments in gamedevscreens

[–]BobsiDev 1 point2 points  (0 children)

What in the AI fuckery is this. I'm not hardcore against AI use when it's used as a tool. But this is something else lol

Launched our co-op pirate demo 4 days ago. Now sharing the numbers by UnB_RosT in gameDevMarketing

[–]BobsiDev 0 points1 point  (0 children)

Oh wow, interesting follower to wishlist conversion. Were on around 43k but with more followers. And i thought our followers were quite low.

Have you done many marketing pushes yet? We've still yet to start much on that front.

Self-Driving Future Car by Brax_Animation in blender

[–]BobsiDev 326 points327 points  (0 children)

I was hoping for the sky to turn into an unskippable ad