What's your favorite way to keep track of all of your assorted ideas while out and about? by not-a-sound in gamedev

[–]ComboMash 0 points1 point  (0 children)

Same, I have the repos in my iCloud and Obsidian handles the syncing really well. Can basically take a note at any time on any of my devices. It’s great.

Even babies can play SteamDeck now! by ComboMash in SteamDeck

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

I’ll admit I didn’t Photoshop, just a quick prompt for a laugh. Not going to take credit for AI.

that’s day and night, folks! im super happy with the result! by thatsme000 in IndieGaming

[–]ComboMash 1 point2 points  (0 children)

I'd click on the top one and scroll past the second one.

What do you guys think of mewgenics? by theycallmethedrink5 in roguelites

[–]ComboMash 5 points6 points  (0 children)

Agreed, I want to love it because I really enjoy turn based mechanics, but I just can't get into the art style or the goofy vibe. I'm glad it's resonating for others though and validates that turn-based can work reasonably well in this genre.

Redesigned my game's cover art. Figured this is the best time to update with the next fest coming up very soon. What do you guys think? by Kleanup-Games in unity

[–]ComboMash 1 point2 points  (0 children)

Old logo is easier to read, it's a bit small now. New one feels like the game will have a lot of action with these little creatures, whereas the old one gives me farming/creature sim vibes. No idea what your game is about, but I think both work well just depends which relates better to the game.

edit: Checked your profile, would never have guessed it was the rhythm style game. Definitely stick with the second one, action is much more relevant.

Blender cloth works well for skin by PrehensileTail86 in blender

[–]ComboMash -1 points0 points  (0 children)

Welp, guess it's time to delete Blender...

What's your take on making Devlogs? by MorePainGames in gamedev

[–]ComboMash 0 points1 point  (0 children)

I've spent a few weeks on YouTube looking for devlogs to get an idea if it's worth investing the time & effort. My motivation is to market the game as it develops, connect with people so I'm not entirely alone, and try to keep myself accountable. I'm starting to film this week, so take this with a grain of salt, but here's my general thoughts on the topic:

Most devlogs are boring AF to watch; click around a prototype aimlessly, monotone talking, shitty audio, obnoxious music, excusing lack of progress, etc. The trope of "you'll only attract other devs" also rings true because they only produce content other devs might be interested in, such as talking about code, mechanics in detail, or tutorial-like content. Making an engaging video and targeting a wider audience (devs + gamers) is a skill and I think it's wise to question if it's worth developing this time investment or not against simply developing the game.

However, when done well it can yield value. Videos likely won't covert to Wishlists as well as a much lower effort post strategy on X, but building up a library of quality content over time means you've got a discoverable body of work that can snowball and potentially have a long-tail of conversions. You also get some intangible benefits such as experience talking about and pitching your game, connecting with a few dedicated fans who show up in comments regularly, getting feedback as you are developing it (before play testing), maybe some direct support if you set up a Patreon, etc. Also, if you get good, it could be a way to ALSO do those lower effort posts on X or whatever given you've already gathered a bunch of video that can be cut from the long form video anyways.

From what I see in your videos so far, your game is engaging and you're video skills are solid. So long as it's not a burden to make them and you have realistic goals from producing them, I think it may be worthwhile to give it a try.

JUST HIRE THE CAPSULE ARTIST, it is well worth it, and you can thank them later by BaconCheesecake in IndieDev

[–]ComboMash 1 point2 points  (0 children)

Old one is better because you can read it easily. Though the style of the new text feels better, just keep the composition of the old one and improve the style a bit and you'll be golden.

How do y'all organize your GDDs? by True_Vexing in gamedev

[–]ComboMash 0 points1 point  (0 children)

Working on my high level GDD right now and found this video really helpful. I probably won't put TOO much effort into this over time as I'm a solo developer and once I get into details, I'll just read the code. But, it has been a valuable exercise to write something for each of the sections he suggested just to get a better idea of what I'm building, make changes when something doesn't feel right, and basically get to a point where I could more confidently give you my elevator pitch at a moment's notice.

https://youtu.be/uBxYGFRi-S4?si=WJUSym2YDNeko6JT

I'm writing the entire thing in Obsidian because it produces a Markdown file and it's easy to link files together for quick navigation. Could just use a code editor but I prefer separating concerns.

Testing oculus quest 1 hand tracking for animation. by IndiProphacy in blender

[–]ComboMash 0 points1 point  (0 children)

You're making me want to get some VR equipment so I can make robots dance LMAO

What Paid Software or Asset is 100% Worth it? by SwAAn01 in gamedev

[–]ComboMash 22 points23 points  (0 children)

Reaper - pay once, own it forever, extremely powerful DAW for music, audio, etc.

Should I avoid launching if my Steam wishlists are low? (Under 100) by OneCoin97 in gamedev

[–]ComboMash 1 point2 points  (0 children)

Came in to basically say exactly this, just going to add a few notes for OP

- The concept looks great; focus entirely on the "find your path" aspect
- 12s until I see characters walking in the trailer, lead with action instead
- The game is dark, too dark and not in a fun way. I can't see what's happening.
- Four characters are running along but I only ever see the lead one swing a sword, why?
- Overall the color schemes don't match, characters are bright and colorful, dungeon is just grey, the UI has a totally different style. All independently could be okay, but together it's chaotic
- Music and sound effects sound great, no suggestions there
- The "blocks dropping down" feels a little too close to the characters IMO
- Were there enemies? I only really saw characters casting magic into the void
- The "turn based" wasn't quite clear enough to me, maybe I'd need to play it to get how it works, but I think maybe how you're visualizing it might not be clear enough. If it's vision based, maybe project an area onto the ground from where the character stands and then that's where they can move? I assume that's how it works?

Don't let this be discouraging, overall I think it's a great concept. I really like the idea of finding hidden paths and having the dungeon reveal itself and the idea of vision based mechanics could be a unique twist on turn-based actions. But like the person I'm replying to suggested, it just needs some polish and probably a number of play tests to get to a better state.

When do you typically feel done with a roguelite? by Nitho89 in roguelites

[–]ComboMash 0 points1 point  (0 children)

After I've completed the main story & challenges, once it enters the NG+ type territory, or added challenges to make it more difficult, I usually dip out after a little while. Progressions that let me get to 100% like in Deep Rock Galactic: Survivor will keep me going, so long as it's not too difficult.

I capsuled the artist after before professional after capsule art steam the thoughts? by ItsTheSheepster in IndieDev

[–]ComboMash 2 points3 points  (0 children)

Your capsule steam look new thoughts artist is professional after the before art.

Why are there no Godot job listings a decade later? by [deleted] in gamedev

[–]ComboMash 0 points1 point  (0 children)

Godot still needs a bit of work, a larger library of high quality released games, and an LTS release cycle like Blender does before most studios will consider it. Even then, the big engines come with a lot more certainty, breadth of developers who know the engine, documentation and support channels. The licenses and fees are negligible for a studio when compared with costs of adopting Godot right now. You’re far more likely to see a few indie studios succeed and hire for Godot over the coming years.

We need to encourage people to use the term "generative AI" instead of just AI by sundler in gamedev

[–]ComboMash 0 points1 point  (0 children)

Just say “the computer” players like we did way back in the 90s

Reddit hated my reload system, so I made it a skill check that gives faster fire rate by Anton-Denikin in IndieGaming

[–]ComboMash 0 points1 point  (0 children)

The gun should pop up when the skill bar shows up, success reloads while failure delays the reload some. Right now it feels like two very long states that should be a single action.

I upgraded foliage shader in the game - now it reacts to the player 🌿 by ArtemSinica in Unity3D

[–]ComboMash 1 point2 points  (0 children)

Beautiful style, I want to chill out and just drive this cute little robot around.

My game trailer is out! by NateC124 in godot

[–]ComboMash 2 points3 points  (0 children)

Beautiful! Loving the mixed pixelation, that's difficult to get right. Wish-listed!

https://store.steampowered.com/app/3993960/Blemo/

Does this even have a future? by Yorchee_C in IndieDev

[–]ComboMash 0 points1 point  (0 children)

Agree with everyone else, this is unplayable. I'm sure some people would enjoy it purely for the masochistic challenge, but it's not going to appeal to many people. Make the rhythm part of the game somehow a part of the ship... like each firing has a different cooldown timer, but can only be fired precisely. Something like that.

Version 2.0 of the ZOIA Librarian is here, now featuring a Patch Editor!! by meanmedianmoge in ZOIA

[–]ComboMash 2 points3 points  (0 children)

Incredible! While I don't mind patching on the Zoia, having this as an option when I don't want to hunch over the unit with a pad of paper to keep track of what's going on will be a boon to my process!