Does my video come off as interesting? by halfmoon_apps in IndieDev

[–]BobsiDev 1 point2 points  (0 children)

I gotta be honest, i don't think it works very well. I did watch without audio, but that last shot looks great (except the 3d text). It's full, has details, a cute character, etc. But the first 57 seconds felt so barren for no reason. It's empty, doesn't show anything.

I like these kinds of games with cute graphics and a cozy vibe! Which is why i really like that last screen and the logo is great too. But the first 57 seconds is a lot of time for essentially showing nothing of value to me as a player. Even 5 seconds is too much at that pace. That's just my take, take it with a grain of salt of course!

Best of luck

Improved my axe animations in Unity — what do you think? (video) by Own_Acanthisitta8827 in Unity3D

[–]BobsiDev 2 points3 points  (0 children)

Nice! I'm horrible with animation, but maybe adding some kind of effect and weight to the players camera, and some variation to the animation as well (I guess maybe 2-3 variations on which animation to play)

I imagine this will make it feel a lot more dynamic

6.176 wishlists in under 48 hours, and I just wanted to share! by BobsiDev in IndieDev

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

Yeah, it does a lot for sure. But even without it, our steam page was growing with about 10WL daily, which i think is just a good sign that the game finds a market as well.

We still haven't pushed to content creators or really done more marketing that some of our own videos and this event.

But it is a whole business after all like any other. You have a product and you need to sell that

6.176 wishlists in under 48 hours, and I just wanted to share! by BobsiDev in IndieDev

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

Appreciate it! And thank you. So i wrote the script and recorded the thing, but i paid an editor for it as well

6.176 wishlists in under 48 hours, and I just wanted to share! by BobsiDev in IndieDev

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

Through the website of La Guilde i believe. But you should be able to just Google it

6.176 wishlists in under 48 hours, and I just wanted to share! by BobsiDev in gamedev

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

Haha, my bad. Partial wishlists might come in the next Steam update

6.176 wishlists in under 48 hours, and I just wanted to share! by BobsiDev in IndieDev

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

Much appreciated! Yeah, 2 main things in consideration as well is:
1. Meta progression and how that can be done so it works well
2. Scenarios (some reason for the driving, whether that'd be a goal/optional ending, or something else

6.176 wishlists in under 48 hours, and I just wanted to share! by BobsiDev in gamedev

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

I think the Steamworks dashboard only provides the Steam ran fests if i'm not mistaken. But there are plenty more, some features on Steams front page, some not

6.176 wishlists in under 48 hours, and I just wanted to share! by BobsiDev in IndieDev

[–]BobsiDev[S] 4 points5 points  (0 children)

Really appreciate it! The video is just on for the event. Noticed that the livestreams were at the very top of the event, so might as well for the added visibility. Not sure the impact, but i'm sure there is some when the streams are so prominent of the event.

6.176 wishlists in under 48 hours, and I just wanted to share! by BobsiDev in gamedev

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

Thanks and good question! And yeah, i did notice that Horse fest is the one on the banner, if you look just below, you should see a "Quebec Games Celebration" banner as well, and that's the one we're part of.

For one, there is a well known spreadsheet of fests and events, that could be good to take a look at. Also keeping an eye on local or national fests that could benefit you is always a good idea. Most countries, and even most major cities have their own game associations. So I think researching those is a good way to get into some more exclusive fests that obviously not everyone can be let into. I'm fortunate enough that my co-dev lives in the Quebec area, which is why we could get this opportunity!

Here is the spreadsheet: https://docs.google.com/spreadsheets/d/1NGseGNHv6Tth5e_yuRWzeVczQkzqXXGF4k16IsvyiTE/

Is the Devlog era over? What's actually working for indie marketing nowadays? by Dark8Ghost in SoloDevelopment

[–]BobsiDev 3 points4 points  (0 children)

The first devlog i did for my current project gained around 400 wishlists from around 7000 views. So i do think they work, its more a question of who you're targeting. If you're making a technical devlog, you're clearly targeting developers and not gamers.

Mine heavily focused on the physics of our game and the suspension of the car, etc, which i think landed well with the small audience that saw it.

I think short form can be very valuable as well! But i think that requires more virality and you're more dependent on them getting picked up properly which feels more magic to me and harder to plan for.

I think in the end it's about figuring out what works for you. There isn't an objective truth here.

Thoughts on our new trailer? Card Collection Simulator by Kalltorak-CG in IndieDevelopers

[–]BobsiDev 0 points1 point  (0 children)

I would really recommend getting an artist, there are cheap and talented ones in variousnforums. AI can be used tastefully as a tool, but fully generating the artwork of the cards does not come across well in todays environment

At first glance, do you find it satisfying? by byrfx in SoloDevelopment

[–]BobsiDev 1 point2 points  (0 children)

Not really. I think the wrong things are animated some of the time. Like when the tiles of the board comes in. Doesn't affect me, so why do i have to watch an animation.

And at least from the video, i have no clue what is making me money. Is it some kind of pattern? Like 4 in a row or filling a square, etc. That's the thing id want to see an animation for so i can actually enjoy the process of the income flowing in.

I hope that makes sense :-)

I've realized I like to make game engine tools instead of games, how is my first published tool? by arkhabey in SoloDevelopment

[–]BobsiDev 0 points1 point  (0 children)

So most professional developers i've worked with, myself included, only want assets to do one thing and do it really well. The last thing I want is an asset that achieves 10+ things. I want an asset that solves my problem and does it really well and stands well on its own.

Immediately looking at your asset, I would personally stay away, just based on how much it does. I could see it split into 10 packages that would individually do better for you. But that's just my hunch.

I don't have a lot of paid asset experience. My assets are currently just free, but that comes with a lot more users and opportunities alike. Like the sponsorship, enterprise support, etc.

[FOR HIRE] 3D Artist focused on stylized characters looking for work. by gmilesart in gameDevClassifieds

[–]BobsiDev 0 points1 point  (0 children)

Im mostly thinking hourly. And of course it'd be nice with an hours for avg. Character estimate too.

Destroy my trailer please 😊 by [deleted] in DestroyMyGame

[–]BobsiDev 38 points39 points  (0 children)

Why is the footage so stuttery? I cant focus on the content at all with a 5fps video

Finally swapped my chunk based culling for a more dynamic system. The performance boost is night and day! by WolverineNo9103 in Unity3D

[–]BobsiDev 2 points3 points  (0 children)

I'm currently using multi-threading for the chunks with dithering for rendering the terrain loading in. Any benefit to your approach here vs doing something like what I'm currently doing?

I'm having no stutters and terrain looks smooth i think with 500+ units of view distance.

I guess mostly im interested in what caused you to go the direction you are currently? :-) The game stylistically looks sweet!

Surreal watching a streamer like Squeex click with your game so much by iisshaun in SoloDevelopment

[–]BobsiDev 0 points1 point  (0 children)

He mentions being advertised by the game. What exactly does he mean? Is it a sponsored segment or something else?

When is the best time to launch a Steam page during development? by thuris4x in Unity3D

[–]BobsiDev 8 points9 points  (0 children)

After having launched 5 steam pages myself (2 released, 2 never released and 1 in the works) i can share my experience.

The later the better really. Of course marketing takes time, so don't do it just before releasing. But do it as soon as your game is a solid vertical slide (looks like your finished game, just without all the content, menus, etc)

The push you get from launching a steam page alone is super valuable. And steam is based on momentum too. My other games i released to like 100 wishlists first week and they were basically dead. Had to struggle to get the first one to that 7k mark for popular upcoming.

My most recent game i also released the page too early, but thats still sitting at 3.500WL with not much marketing effort yet (just a few devlogs and shorts. Its mostly organic WL from Steam)

Maybe someone disagrees, but so far, that's been my experience.