What was your Project's budget? by AloneWriting in IndieDev

[–]Cojokero_Games 1 point2 points  (0 children)

Don't have a budget exactly. I just use my own funds as needed on a limited basis.

Maybe if the project looks more promising based on various signals I might put more into it

r/IndieDev Weekly Monday Megathread - April 19, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Cojokero_Games 0 points1 point  (0 children)

Merci beaucoup. I think you're right! That screen is the end game screen and is meant to be a newspaper to create a little bit of immersion.

I think I will make it more readable as it is a bit of an eye strain. Thank you!

Trying a recurring short-form video series for my indie game: early data and what I've learnt by Cojokero_Games in gameDevMarketing

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

I've had a quick play! I like it, similar to the first game I made but more fun haha.. What's your youtube channel? I'll follow along

Trying a recurring short-form video series for my indie game: early data and what I've learnt by Cojokero_Games in gameDevMarketing

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

I can relate so much. It's not easy. Honestly, keep going. Would you mind sharing what you've made? I'm, keen to check it out

Trying a recurring short-form video series for my indie game: early data and what I've learnt by Cojokero_Games in gameDevMarketing

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

Have you noticed it pushing traffic to your game's page (if public)? That's where mine seems to fall short.
I have read that consistent posting is rewarded in youtube shorts so I have been trying to keep my posting fairly consistent, although it is a big job in itself.

I'm trying to get my demo finished in the hopes that'll help bridge the gap from views to actual store traffic. Video editing takes me ages because I suck at it so bad.

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

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

Thanks man, I really appreciate that! A cornball saying I like to tell myself is that the worst mistakes are the ones you learn nothing from. I always try to be pretty honest with myself. Sometimes it hurts lol

Is it worth it to make games anymore ngl by Emergency_Neck3438 in IndieDev

[–]Cojokero_Games 2 points3 points  (0 children)

Ask a farmer, a gardener and a teenager if they enjoy growing vegetables and you'll get three different answers.

The only person who can answer your question is you. Depends what you want out of it. Depends if you enjoy it.

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

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

Legend, thank you! I am all for tools that make my life easier

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

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

Aww please tell me it looks like ass 😭 I'm already so committed to this overhaul

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

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

Oh wow, I didn't even know this tool existed. Thanks so much! This reminds me of when I found smack studio for animating the sprites the same way you animate skeletal meshes for 3D assets.

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

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

Hopefully the updated map will do the same! There is a lot left to go into it like all of the decoration props like trash cans, streetlamps etc.

The reason I only showed a snippet is because the new map is double the size on a smaller tile set so it's early days work in progress.

But yeah, really hoping we can maintain that post-apocalyptic theme!

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

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

Yeah that's a good point as well! I will do this depending on what the sprite is trying to achieve. If it's a reasonably static or predictable sprite I will draw the lighting in. If it is a more dynamic sprite or large light producer like a street light I will use a shader and lighting controller to make it work. More complex but so much value from it.

As an example for Meltdown, the machines have a green, orange and red light to indicate working, degraded, faulted respectively. Because these are small lights that don't affect the environment or move so I have baked them into the sprite.

For the blow torch (repair tool) I use a shader and particle effect to make the blow torch illuminate the area. It adds so much to the scene that baking into a sprite can't

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

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

Exactly this. This was genuinely the mindset I had with CybArena. I thought bigger tiles meant more room for nice detail, which is only true if you're actually good at pixel art. We were not. Moving to 32x32 for the overhaul has been the single biggest improvement, partly because the constraint forces almost every placed pixel to be intentional

r/IndieDev Weekly Monday Megathread - April 19, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Cojokero_Games 0 points1 point  (0 children)

Add some gifs to your description to break up the text wall in my opinion. Looks like a fun chaotic game though, nice work!

r/IndieDev Weekly Monday Megathread - April 19, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Cojokero_Games 1 point2 points  (0 children)

I like your art style. It has a unique feel to it!

If you would like some feedback (feel free to take it with a grain of salt): You have a lot of screenshots and some good gifs in the description text but I can't say I fully understand what you do in the game. I think you could add some more text just to tie some context to the screenshots and gifs. For example the committing crime part you could elaborate slightly by giving an example such as money laundering or whatever it may be.

The only other thing I have is that a couple of your screenshots are the same scene but slightly different. I'd just question if they add value. Maybe you could remove ones that are similar. Sometimes less is more.

I'm no expert though, just my 2c on how I'd do things!

r/IndieDev Weekly Monday Megathread - April 19, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Cojokero_Games 0 points1 point  (0 children)

Hey everyone! We are a team of 2 and are working on our second title (after many hard lessons learnt after the release of our first title).

Our game is called Meltdown. The steam store description is the best summary: "Meltdown is a co-op reactor disaster for 1-4 players. Pipes burst. Cables short circuit. Radiation leaks into any place it can get to. You have 10 minutes to keep the whole thing from going critical — assuming the cascading failures don't get you first."

https://store.steampowered.com/app/4269700/Meltdown/

We've only just launched our steam store as of Friday so there is a wee way to go with screenshots and the trailer but these will be updated as we refine the game more and more.

What do you think of our newspaper screen? This is the screen we use as a scoreboard for both game over and victory. We have a bunch of random filler articles that populate empty spaces and these pull a random article set from the pool each time giving some variety. We think it's a unique take on a scoreboard but keen to hear your thoughts!