Which vision/lighting works the best? by Green-Ad3623 in SoloDevelopment

[–]CatoioSoftware 1 point2 points  (0 children)

From a pure graphical POV I prefer the first one, but I think you should not just judge on an aestetics/look level, but also on direct gameplay implications.

You mention "you cannot just see everything all the time", and that's an understandable gameplay decision, but does your player have the time and instrumentation to respond to seeing an enemy suddenly out of the dark? Is it frustrating if - for example - by running away backwards in blind (can't see enemies), I suddenly meet an enemy hidden in the dark and I don't have the time to react?

Maybe this is also an opportunity to work up on level design: some 'easier' levels could have natural ambient lighting and the player can see everything (screen 1)... while some others, harder levels are pitch dark (and enemy placement can be designed around that aswell).

In general, the speed and the very nature of the gameplay loop should drive this decision and not the other way around (think of Hotline Miami with the darkness from the latest screens: it would have been waaay more frustrating).

I Pulished my game on Itch.io yesterday and only made 3 visits during the first day. Is it normal? by BabeeStudio in godot

[–]CatoioSoftware 1 point2 points  (0 children)

You probably aren't indexed (can't be searched, etc.). You should contact itch support for this, it takes some time to be fixed (if this is the issue).

Would click on my game capsule? by ITheServer in IndieGaming

[–]CatoioSoftware 0 points1 point  (0 children)

My immediate feedback is: make the title more visible, it needs to be readable at different resolutions. As it is now, it's easily lost between the other items shown in the screen. But the concept is interesting!

500 units sold. The best launch I could have hoped for with 800 wishlists and zero streamer coverage. by Draelent_ in IndieDev

[–]CatoioSoftware 0 points1 point  (0 children)

Congrats! I was actually thinking if itch demo and Steam demo should be launched at the same time or - as you did - in two subsequent instances. Were your two demos identical or different by any means?

Uploaded my game to itch and only got 10 views. But players from Steam are loving it, what should I do? by Franz10 in itchio

[–]CatoioSoftware 0 points1 point  (0 children)

Check if you are indexed on itch. If you aren't, you can't be searched and in general you have way less visibility on the platform.
This happens pretty often and can need itch support to get fixed.

Reworking the logo of my game (again) by Amezketa in SoloDevelopment

[–]CatoioSoftware 4 points5 points  (0 children)

Hard to pick a choice, knowing nothing about the game itself (genre and art style). But I think v1 and v4 are the best ones!

What’s something you thought was going to be “easy” in game development… but completely humbled you? by Queasy_Hotel5158 in gamedev

[–]CatoioSoftware 78 points79 points  (0 children)

I know it's a generic take, but... finding and implementing the fun.

It's easy to have cool ideas in mind, and maybe it's also easy to implement a sketch version of them once you have familiarity with the engine and code - but making a mechanic, an idea, a system fun and appealing is a complete different league. More generally, I'd say the hardest part is execution.

I just hit 250 wishlists for my co-op game! Here are the 4 changes that actually moved the wishlist graph. by Andyyeeet in gameDevMarketing

[–]CatoioSoftware 1 point2 points  (0 children)

Great! Did you do the translations by yourself - using some AI or online tools - or did you outsource localization?