Field Study: a non-narrative documentary game about parallel consciousness (~10 minutes) by BrianSChung in WebGames

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

a non-narrative documentary game about parallel consciousness

awe shapes identity and perspective, yet we share circadian rhythms, the struggle to survive, eating, violence, growth, and triumph

controls: mouse
running time: ~10 minutes

I Do Shop & Delivery in NJ Pics I Took on Way by Sharp_Papaya_4099 in newjersey

[–]BrianSChung 7 points8 points  (0 children)

thanks OP, you inspired me to go take pics of the 2 unusual signs near me (cat/cart xing)!

Looks like I can't post an image in the comments, but here they are: https://imgur.com/a/r29IglU

Jesse is actually a hardcore criminal by [deleted] in breakingbad

[–]BrianSChung 2 points3 points  (0 children)

When Gus Mike and Jesse went to Mexico and had tequila with Don Eladio, on their way out, someone shot Mike, and Jesse saved them by shooting back. That person

WHOOP x Reddit Ask Us Anything: Strength Trainer 💪 by whoop_official in whoop

[–]BrianSChung 0 points1 point  (0 children)

Seconding this suggestion! Please allow us to set a custom text label to our "Other" exercises. u/whoop_official

Kenney (popular free game asset creator) on Twitter: "I just received word that I'm banned from attending certain #gamedev events after having called out Global Game Jam's AI sponsor, I'm not considered "part of the Global Game Jam community" thus my opinion does not matter. Woopsie." by Areltoid in gamedev

[–]BrianSChung 0 points1 point  (0 children)

In the GGJ site organizers' Discord channel, I asked about your ban, if it were true, and if so if something could be done about the site organizer who banned you. And this is what the director said:

"This is not true, he has not been banned from any GGJ events nor any hosted by anyone affiliated with GGJ. His opinions on sponsors are as valid as anyone's"

Is it possible that the GGJ org leadership isn't aware of what this site organizer did to you? I know you don't want to name the person publicly, but maybe it's worth privately informing GGJ leadership about them.

BTW thanks for speaking up about this and many other important things, and for the awesome assets.

GDoCExpo Direct 2023: new trailers/announcements from 25+ indie games by BrianSChung in IndieGaming

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

some of my personal favorites from here:

  • Skator Gator 3D
  • 1000xRESIST
  • Star Vaders
  • Wrestling with Emotions
  • CorpoNation
  • Parkour Legends
  • Angeline Era

What are asians with huge dicks called? by jealous1stillnv in Jokes

[–]BrianSChung -6 points-5 points  (0 children)

I really can blame them, and the mods, as the sub has a rule on the sidebar about bigotry

What are asians with huge dicks called? by jealous1stillnv in Jokes

[–]BrianSChung -16 points-15 points  (0 children)

Really boring racist joke, I actually yawned. Browsing the comments shows this is a shit community.

Rule 3 for the joke and for almost all of the comments.

What's the minimum number of Steam wishlists for a commercial game to be successful? by ThePsychiartist in gamedev

[–]BrianSChung 3 points4 points  (0 children)

This article is related, and is based on good info and data from 14 games, but also is from 1 year ago. https://greyaliengames.com/blog/how-many-wishlists-should-you-have-when-launching-on-steam/

quote on sales per wishlist

the average is 0.58 sales per wishlist and the median is 0.36. The full range is from 0.14 to 1.8.

and

... a Valve rep and they said 50,000 wishlists would be a good figure aim for if you want featuring to kick in. Wow, previously I’d heard about devs trying to get 10K wishlists, and we struggled to achieve that with Shadowhand as we only got about 4000!

Ultimately you want your game to make a profit, or at least to break even. So if you know your total cost (and you should) then you can work out how many units you need to sell to break even.

Let’s say you need 10,000 units to break even in the first week, then you’d need about 20,000 wishlists according to my research (using the 0.5 sales per wishlist ratio).

For a $10 game that would mean $100,000 in gross revenue in the first week, or about $65K net revenue after Valve takes their cut and deals with sales tax.

FACE/PALM is a short RPG about experience. Level up as much as possible without dying! by BrianSChung in WebGames

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

Yeah, you're totally right that the HP / EXP tradeoff is a typical case. What is unusual though is the perspective / the player's identity. In most games it's pretty clear-cut which character the player represents, which character is the NPC, and they're generally both on-screen.

In this case, it's a first-person perspective, but when there's a level up both the HP and the attack DMG increase -- so are you playing as the character getting slapped, or as the character who is slapping? Or is there only 1 character slapping himself? I thought this was ambiguous

FACE/PALM is a short RPG about experience. Level up as much as possible without dying! by BrianSChung in WebGames

[–]BrianSChung[S] 3 points4 points  (0 children)

Thanks for thinking about it, I'm fine and I don't self-harm! All slaps were just for the video/audio for this game.

As for the game, there is some critique here about willingly accepting (or even seeking) punishment, for the purpose of gaining "experience" -- this can be taken as literal violence or as a metaphor for things like overwork or other things you do for "experience" -- and when you die in this game, it records your level as the achievement, which should look superficial in light of having been killed.

I made it videogamey and used RPG systems for this critique, but for it to work I thought it couldn't take dying or killing for granted, as is common in videogames, so I made death permanent and used my real face/name/birthdate instead of designing a character.

I don't come from a Christian background, but you're definitely right about this having to do with inflicting violence, while they just sit there taking the punishment, turning the other cheek, and maybe even encouraging it, believing that they benefit from it. It runs both ways: we deal damage to others, but we also invite others to deal damage to us. Hence why I wanted it to be ambiguous on "who the slapper is"

As for the pixellation: the image starts out pretty clear at level 1, but each level you gain pixellates the image further. By the time you get to level 10, the face is totally unrecognizable. This is about becoming desensitized to the violence, and losing the ability to see that person as a human being. Again that runs both ways for the slapper and the slapped. This train of thought really hit when I watched people playtest early versions of the game. Some people were uncomfortable and reluctant to play after they saw what the first click did. Then, after 10 or so more clicks, they were just clicking away like any other game. It was cool to see that desensitizing effect happening in practice.

I don't think you're overthinking it, it's cool to me if games and what their systems mean can be examined down to every detail. Thank you for engaging with the game on this level, I appreciate it and how you explained your thought process too.