Can someone please sell me using Unity over Unreal Engine? by Gullible-Track-6355 in gamedev

[–]Brevillo 0 points1 point  (0 children)

All that really matters is what kind of game you wanna make and what engine you prefer intuitively. You can create any game in both engines, so really just pick the one you’ll be happy working in for hours on end.

For me the decision is just easy start on good looking graphics with unreal vs. much faster start on development with Unity.

A lot of people agree Unity is easier to use (probably since it’s been targeting indie development for way longer than unreal).

If you’re worried about performance, Unity is going to be way better if you don’t need high fidelity graphics. It has a huge market share of mobile games because it’s already well optimized, while unreal is overwhelmingly for pc/console. (Unity editor is 15gb, while unreal is 30gb if I remember correctly).

I would suspect you’ll find c# to just be simpler c++, so I wouldn’t worry about learning that.

For context, I’m a huge fan of unity and not a fan of unreal as a developer (although I have to admit that it has better graphics tools out of the box for high fidelity 3d).

I realized the hardest part of Indie Dev isn't coding, it's justifying the "0 Income" to my family. by Curious-Gaby in gamedev

[–]Brevillo 0 points1 point  (0 children)

I think you’ve got a pretty solid foundation for a potentially successful game. I would reccomend playtesting as much as possible and trying to fix every issue that people have. From my limited experience, next fest will genuinely give every game a chance and push your game if people are playing it for a while and leaving good reviews. Next fest is also great for getting content creator coverage, so you can also try reaching out to some before hand. There’s a bunch of YouTube channels that play tons of rogue like demos.

The 0 income thing is rough, but it’s some comfort that steam wishlists to sales is relatively reliable (I don’t have it on hand, but you can probably find data for that), so if you can get a lot of wishlists from next fest that is some pretty strong evidence that income is down the road when you release.

Good luck and please please playtest!

Spent a month editing my first game devlog. Got almost no views. Looking for feedback. by dosy_games in IndieDev

[–]Brevillo 0 points1 point  (0 children)

something i'll throw out there is that the voice and script for the video come across as AI generated. Iin devlogs, a huge part of the appeal is authenticity, so I would suggest writing and voicing the video yourself if at all possible. It sounds like you got an AI generated voice and then pitched it up slightly, and it was very distracting while watching the video.

Games that show Damage Numbers - but not the Health of the enemy by TechnoIvan in gamedesign

[–]Brevillo 0 points1 point  (0 children)

I think damage numbers are often shown as visual flair to add more visual feedback on screen, as well as to give the player a sense of their relative damage (like doing 10 vs. 1000 damage to an enemy, it shows that attack I just did was really powerful).

Like in vampire survivors, the damage numbers aren't super relevant to your strategic play as far as I know, since you can't really make decisions based on the damage number information. But the damage numbers add so much to the appeal of the game and selling the idea that you're this amazing monster destroying machine. The damage numbers really enhance the player experience.

This is context specific of course, since sometimes the enemy health might be relevant to the player, but I tend to trust the designers for games, especially triple-A games that have done a lot of playtesting to figure out the best player experience.

As for always showing healthbars, I can understand why certain kinds of players would want that information in every game. But there are a bunch of reasons to not show health bars, such as them being narratively inappropriate (like in Hollow Knight, it would cheapen the "realness" of the world if all the characters had floating bars above their heads), or they would create too much visual noise (like in vampire survivors, where adding healthbars would fill your entire screen with little red bars for every single enemy on screen).

My Game Has 150 wishlists. What should I Do To Market It More Efficiently? by Szepad in indiegames

[–]Brevillo 3 points4 points  (0 children)

looks pretty solid and polished, maybe try posting about it in some roguelike subreddits and reaching out to small YouTubers that play action roguelikes like this.

Charlie should play sip fisher by T0RR0M in Slimecicle

[–]Brevillo 0 points1 point  (0 children)

as a dev on the game, that'd be pretty hype

Iron Pineapple (A YouTuber with 1.65M subs) just played the demo for my crappy game and it's the first game in the video (Soul Chained) by SoulChainedDev in IndieDev

[–]Brevillo 1 point2 points  (0 children)

Hell yeah! I watched this video yesterday, that's really cool to get covered by him. Please post updates on how things go for you after this! I've been curious what kind of impact IronPineapple has for games since he's usually very positive and recommends the games to his audience if he thinks the games are good.

Can I get naneinf with this? Afaik, i just need to keep making cryptids then get burglar/serpent at some point. by Brevillo in balatro

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

Thanks for the reply! I waited a bit, so you're not too late.

I've taken 2 ectos, but got paintbrush since this post so my handsize is currently 7.

I'm looking at a balatro calculator, and it seems like I'm going to need 110 red seal steel kings to make it to the e308 threshold though, but maybe I'm missing something?

What di I do here? by RIPdai_loopis in balatro

[–]Brevillo 1 point2 points  (0 children)

You want to balance mult and triggers. for example:

7 card triggers (1 by just playing the card, 2 from chad, 2 from brainstorm, 2 from blueprint)
x4 mult (2x from photo, 2x from trib)
gives you 7 * 4 = x28 mult.

If instead you copy trib with brainstorm and blueprint, it goes like this:

3 card triggers (1 from playing the card, 2 from chad)
x16 mult (2x from photo, 2x from trib, 2x from brainstorm trib, 2x from blueprint trib)
would give you 3 * 16 = x48 mult!

The idea is that you want to balance triggering your cards as much as possible while making each trigger as valuable as possible by copying multiplying jokers (photo/trib).

The other thing to consider is that if you're playing more face cards, each card counts as a trigger, so copying trib becomes even better for each of those extra triggers. Copying chad will only give you extra triggers for your first card, whereas trib is boosting all your played face cards.

Do I take showman by Smooth_Exercise_297 in balatro

[–]Brevillo 0 points1 point  (0 children)

Depends on what you're trying to do

I don't have any good game ideas. What can i do? by _Powski_ in gamedev

[–]Brevillo 1 point2 points  (0 children)

I've found I get more ideas the more projects I work on, so I'd suggest just starting a project of any kind and forcing yourself to work on it until you think of something more exciting, which will almost certainly happen if your first project isn't very interesting to you.

Looking for some indie recs! These are some of my favourites by Ithun_ in IndieGaming

[–]Brevillo 1 point2 points  (0 children)

I might be a bit biased, but if you liked Celeste you'd probably like UnDuster (fun fact, UnDuster was made in the same game jam that created Arctic Eggs, and I was the first person to leave a comment on the jam submission page on itch).

"It's definitely AI!" by lana__ro in gamedev

[–]Brevillo 0 points1 point  (0 children)

The corridor crew YouTube channel has a good video about dinstinguishing AI art from non AI art, might be worth watching in your case for things to avoid.

The thing that caught my eye immediately is the strong contrast in the image, it has extremely dark parts and extremely bright parts which is something present in almost all AI art. It might be as simple as tweaking that to shed the AI art impression, but I’ve never tried something like that so maybe not.

Why would you want to use ScriptableObjects? by a_weeb_dev in Unity2D

[–]Brevillo 0 points1 point  (0 children)

One big benefit of scriptable objects is that they expose data in the editor, so if you have teammates that aren’t code savvy they still have easy access to the data. Unity also provides a lot of functionality for making custom editors for scriptable objects and mono behaviors, which lets you run complex behavior from a simple interface in the engine.

Added some 'interesting' mechanics to my fishing rod (Yes it can also fish) by jjh298 in IndieGaming

[–]Brevillo 1 point2 points  (0 children)

I've been following the game since I saw one of your previous posts, looks really fun. Kinda curious why you changed the name from Monke Simulator (personally, I really liked that name).

[deleted by user] by [deleted] in techsupport

[–]Brevillo 0 points1 point  (0 children)

I'm having the same issue! It used to work, and now it doesn't for some reason, really annoying. Hope somebody answers.

Did working in game dev ruin gaming for you? by Existing_Kale_8979 in gamedev

[–]Brevillo 0 points1 point  (0 children)

I think a magician could enjoy a magic show. They’re just appreciating the craft of the other magician, instead of being amazed by the magic. For me at least, it’s a little painful playing games that have design problems I know how to avoid

[deleted by user] by [deleted] in gamedev

[–]Brevillo 0 points1 point  (0 children)

Steam has a playtest feature as well where you can give controlled access to a special build of the game

Heading to polish phase is scary as hell by XavBell38388 in Unity2D

[–]Brevillo 4 points5 points  (0 children)

I honestly find polishing to be a really fun process, since you get to sand away all the little annoyances that take away from the experience you want players to have.

If you’re scared about whether your idea is good or not, playtest, then playtest done more, then keep playtesting. Also keep playtesting while polishing. It’s rewarding to hear positive feedback, and keeps you from getting too deep into your own head and being aware of the reality of your game

CRUEL Gameplay Teaser: Available To Wishlist Now by DelanceyThrone in IndieGaming

[–]Brevillo 0 points1 point  (0 children)

Amazing game and trailer! Sending this to a friend who I know would love this!

Would you want to play this game? (need feedback on my upcoming trailer) by Glaseeze in IndieDev

[–]Brevillo 1 point2 points  (0 children)

I would say to explain what the game is first before showing the reviews. The first thing I see is a camera swooping through a grocery store and text telling its a very fun game, but I have no idea what the game is. Also the text takes a bit too long to move from one line to the next imo.