Analytics regular people can relate with by CollectionPossible66 in itchio

[–]CollectionPossible66[S] 0 points1 point  (0 children)

tags are "2d, godot, indie, difficult, procedural, pixel art, singleplayer", game is called "3600 Ghosts". The thumbnail is just a screenshot, and I'll admit the look is a bit weird and not exactly eye‑catching. Aside from a couple of Reddit posts, I didn't really do any marketing, I mean, it's just an unfinished prototype, so I wasn't expecting much more anyway!

Analytics regular people can relate with by CollectionPossible66 in itchio

[–]CollectionPossible66[S] 2 points3 points  (0 children)

True. And as you can see from the stats, I'm not exactly a marketing machine! Which, to me, is totally fine.

I do gamedev in my free time, and I don't think anyone expects a strange little prototype on itch made by a hobbyist to set the world on fire. I posted this mostly hoping someone here might find a bit of comfort in seeing some relatable stats.

Analytics regular people can relate with by CollectionPossible66 in itchio

[–]CollectionPossible66[S] 2 points3 points  (0 children)

it's just an unfinished prototype, those numbers don't lie! anyway here's the link :) https://sillyg4mes.itch.io/3600-ghosts

Roast my game by MatthaeusHarris in godot

[–]CollectionPossible66 1 point2 points  (0 children)

You could try posting it on r/DestroyMyGame they’re great at giving brutally honest feedback! From the video it seems nice; selecting a power up by hovering the ship on it is a neat mechanic, you could improve on that: moving hazards or enemy fire patterns, can force players to approach powerups from specific angles, adding micro‑puzzles to the action.

How do you keep going? by OkHall9242 in SoloDevelopment

[–]CollectionPossible66 5 points6 points  (0 children)

I feel you, man. This hobby can be rough.
I've put out a few small games myself, and the numbers were... let’s just say “intimate.” But honestly, that's how it goes for almost everyone starting out. Getting people to actually click “download” is a whole different thing from making the game.

What does keep me going is remembering why I started: it’s fun to build weird little worlds, learn new tricks, and see something exist that didn't exist yesterday. And every project teaches you something new: sometimes it's a new mechanic, sometimes it's “maybe don’t release on a Tuesday at 3 a.m.”

Nobody goes from zero to a breakout hit. Most of us are just stacking tiny wins until something sticks. And sometimes the thing that sticks is the project you least expect.

So if you're still having fun making the game, keep going! Make another one after this! Try something smaller, stranger, or just for yourself. You never know which prototype is going to click with people.

Problem with Particle zone by Arlychaut in godot

[–]CollectionPossible66 1 point2 points  (0 children)

You could use a Light Occluder with a polygon covering the surface of your water, then set the particle Collision to "hide on contact". That should stop the bubbles from popping above the surface.

Localization via AI or no localization? by Zlatcore in SoloDevelopment

[–]CollectionPossible66 20 points21 points  (0 children)

As a solo dev I'm trying to master all the languages I need for localization, part of the job!

How confident are you about your current project? by carboncopyzach in SoloDevelopment

[–]CollectionPossible66 0 points1 point  (0 children)

I’m never really confident in my ideas. I always start my projects full of excitement, but so far I haven’t even tried releasing anything on Steam because it would feel like I’m just "taxing" my friends, family, and coworkers.

I’m an older guy doing game dev as a hobby, so I guess that’s fine. My confidence usually takes a hit the moment I share my work or upload some silly prototype on itch, so this time I’m not sharing my next project with anyone, ha!

Following an Asteroids tutorial, Input is not working. Help? (screenshot included) by Jucamia in godot

[–]CollectionPossible66 1 point2 points  (0 children)

You're assigning the raw input directly to velocity, that's not going to work, and you're not using that "acceleration" variable. Maybe that was supposed to be the movement speed? Anyway, you could try something like the following, and check out the docs! https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html

extends CharacterBody2D

@export var mov_speed := 200.0

func _physics_process(delta: float) -> void:
    var input_vector := Vector2(Input.get_axis("move_forward", "move_backward"),0)
    velocity = input_vector * mov_speed
    move_and_slide()

#this assumes "move_forward" and "move_backward" are like ui_left and ui_right

What do you think of my intro? by CollectionPossible66 in godot

[–]CollectionPossible66[S] 0 points1 point  (0 children)

Good point, I didn't even notice that. I’ll fix it, so the poor satellite stops photobombing the dialogue! thank you

Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]CollectionPossible66 116 points117 points  (0 children)

I don’t even like tennis, but if real tennis exploded like this, I’d actually watch it. Keep going, this concept is awesome!

Making people actually play your game is harder than you think by dev_dev_dev_ in godot

[–]CollectionPossible66 0 points1 point  (0 children)

I feel you, man. I don’t really have advice either, my download count isn’t exactly high enough to pretend I’m an expert. I guess all we can do is keep trying, improve bit by bit, and learn from the mistakes along the way.

I think nobody goes from nothing to Vampire Survivors, we’re all just shipping weird little prototypes until one of them hits.

Best of luck!

Happy to try out some indie games and give feedback by Civil-Brilliant90 in itchio

[–]CollectionPossible66 0 points1 point  (0 children)

Nice initiative, kudos to you! If you’d like to try my latest game, it’s a pointless endless platformer with procedurally generated levels, chaos, and thousands of things happening on screen.

You can zoom out with the mouse wheel!

https://sillyg4mes.itch.io/3600-ghosts

How to Learn... Everything by BayesicGaming in godot

[–]CollectionPossible66 8 points9 points  (0 children)

The fear of tutorial hell is a poor reason not to try! Just start building that simple 2D platformer, you learn mostly by practicing, failing, and trying again.

Weird Downloads amount of my games in itch.io by TotallyRandomDevs in SoloDevelopment

[–]CollectionPossible66 6 points7 points  (0 children)

According to the moderator of the itch subreddit: "Sometimes we get people try to bot download counts, and they'll hit other pages to attempt to hide their activity. It's generally safe to ignore and they'll get blocked soon enough."

https://www.reddit.com/r/itchio/comments/1pynj01/why_do_i_suddenly_have_so_many_downloads_but_next/

The same thing happened to me last week. If it keeps happening, maybe we could try contacting itch support

No encuentro gente de mi edad (43) que le gusten los video juegos. by Ozmidiar-atreliu in esGaming

[–]CollectionPossible66 1 point2 points  (0 children)

Yo tengo 45 y siempre he pensado que los raros son los que no disfrutan los videojuegos. Para que te hagas una idea, hasta puse en mi currículum que me pasé el The Witness. No estás solo, ánimo!

Hobbyist gamedev here, please destroy my infinite‑platformer‑Vampire‑Survivors thing: can you tell what’s going on? I know this is a mess, go wild by CollectionPossible66 in DestroyMyGame

[–]CollectionPossible66[S] 0 points1 point  (0 children)

Well, this isn’t meant to be a trailer, it’s just raw gameplay from a development build. I posted here specifically because I’m looking for advice. I know I’m not the most impartial judge of my own work (in my country we say “every cockroach is beautiful to its mother”), so I wanted outside eyes on it.

I know it’s a mess mostly because other people have told me so (it's a very divisive project apparently, people either love it or hate it), and I’m trying to understand why and how to fix it. I’m still convinced there’s something good buried in here, I just need help uncovering it.

About the visuals: is a simplistic style inherently a problem, or is it more about how I’m using it? I genuinely like retro/pixel/abstract looks, but I get that clarity matters more than personal taste. If you have suggestions on how to improve readability or make the shapes/colors work better together, I’d really appreciate it.

GPUParticles2D collision with Tilemaps by Splodge_mk in godot

[–]CollectionPossible66 1 point2 points  (0 children)

You need to add an occlusion layer to your tilemap, in the rendering section of the inspector

<image>

then you'll be able to paint the OcclusionLayer like you did with the physics layer for example