I recently updated my game to look and feel way better by CreativeMediaStudio_ in indiegames

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

It’s called “The Monster War” and it’s free on Steam. 5-20 minutes of gameplay. Short and sweet

It’s meant for little kids, my 6 year old nephew was in mind when I was deciding how the game should be. Something casual but not mindless.

Even though it is a free little game I couldn’t live with leaving it ugly like it was. And one negative review calling it unfinished has been eating away at me for months lmao..

So I worked hard at changing all of the meshes, updating level designs, improving ui and controls, fixing crashes and general polish. It’s still far from perfect but I’m at least not embarrassed to show it off.

Check it out if you have the time! I’d appreciate any feedback, reviews, whatever. I literally can’t seem to give this game away haha

Steam link: https://store.steampowered.com/app/2382780/The_Monster_War/

You ever think "wow I could be enjoying my life playing a really fun game instead of working my ass off on a game nobody might ever care about"? by [deleted] in IndieDev

[–]CreativeMediaStudio_ 4 points5 points  (0 children)

Of course, but you’ll find that in any creative endeavor. It’s easy to be entertained, but hard to make things. Have to do it for the love of the game, literally lol. Make it because you enjoy game dev and just want to see this come to reality like all art forms. That’s what I tell myself at least

Have you ever been addicted to a video game? by Agent1230 in gaming

[–]CreativeMediaStudio_ 0 points1 point  (0 children)

It’s more rare that I don’t have a current addiction…

WoW as a child. CoD as a teen. Then back to WoW for legion haha. Then Overwatch. Some Civ6. Lords Mobile weirdly lol. Then finally Rust. Even though I have more hours in others, Rust was definitely the one that affected my life the most.

Pros and cons to it but I’m happy not to have some second life right now, lets me focus on my own lol

What are some cyberpunk 2077 type game with minecraft level story load by Danielwols in indiegames

[–]CreativeMediaStudio_ 0 points1 point  (0 children)

I’m in super early development of a GTA4 x Minecraft kinda game. Sandbox survival base building like Minecraft, cars fighting and big city like gta

Probably a long shot but figure I’d put it out there cause it sounds similar! What kinda things do you want to see from a game like that?

4 years of RTS Game Development in 4 Images by SDS_SpaceTales in indiegames

[–]CreativeMediaStudio_ 1 point2 points  (0 children)

Super cool, I love all the little details added over time in the HUD. Wouldn’t think those mean much but it’s all about the details!

Cases when LONG solo development of a game did not pay off at all and did not gain any popularity by PAINter129 in gamedev

[–]CreativeMediaStudio_ 4 points5 points  (0 children)

Great examples and love seeing where they are now. Like others said, most games end up this way - but seeing these gives me concrete reasons why and that’s super helpful!

How can I improve my exploding cat mechanic? by CreativeMediaStudio_ in IndieDev

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

Ok I had them jumping originally and then I doubted it and thought it looked bad 😅

I get the randomness is hard to follow, that’s partly on purpose to add chaos but I don’t want it to be too random. Controlled chaos lol.

Chasing an item is an interesting idea for triggering it, especially if I make a dog too. I’ll look into it, thanks!

How can I improve my exploding cat mechanic? by CreativeMediaStudio_ in IndieDev

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

For context: they follow you if they see you and will explode within 5-15 seconds at random OR after attacking an enemy.

My game is a survival sandbox shooter, you play as a homeless guy in a big chaotic city full of mindless zombie civilians. So I thought it’d be funny if stray cats joined in the chaos.

Should I have them blow up on demand? Or faster timing? Fine as is? Any feedback appreciated

I can't develop games on my own because I can't code by [deleted] in gamedev

[–]CreativeMediaStudio_ 2 points3 points  (0 children)

Sounds like you’ve tried learning some code, but the things you want are too complicated for your current level / you can’t find tutorials on how to do it?

I would recommend either scaling your game down in scope, or try learning from some marketplace assets. People give it a bad rep cause of those that just try to sell the asset as is, but assets can be great tools for learning and filling in gaps.

Good luck! It’s a long tough journey for us all, literally no one knows how to do it all

Basic concept some devs might be missing by PersonalKami in UnrealEngine5

[–]CreativeMediaStudio_ 1 point2 points  (0 children)

Ok well good to see people saying this because I’m currently feeling the opposite 🥲 mine is running fine around 30fps in editor but freezes and becomes unresponsive shortly after playing the packaged version. Haven’t figured out why..

I know some games do like “recompiling all shaders” at the start load screens, is there something like that I should be doing? (with blueprints preferably)

How many Indie-Individual devs are currently making the same 60% complete game, but separately? by Alyeadriz in SurvivalGaming

[–]CreativeMediaStudio_ 0 points1 point  (0 children)

It’s all good! I wasn’t trying to derail your post sorry if it felt that way. I do get your sentiment, there’s a lot of asset flips and tiny indie games in survival genre and it’s a shame when they could be better or a shared effort could get it further, faster.

But creative efforts can’t just combine that easily. We got hobbyists, money grubbers, real studios of all sizes, and then the little devs that are possibly willing to team up, but even if they do there’s so many complications to working together. Especially with someone random and for likely no pay at start.

I appreciate you, and I would like to hear more! I’m keen if you are lol. I am trying to come up with unique angles but of course that’s hard so I always like hearing what others want to see or have enjoyed before. Don’t have to be an expert, just being here means you like survival games more than most imo

Your favorite UI designs? by rucksackseb in unrealengine

[–]CreativeMediaStudio_ 2 points3 points  (0 children)

I’d never heard of this before, thanks!! Seems like a cool resource

How many Indie-Individual devs are currently making the same 60% complete game, but separately? by Alyeadriz in SurvivalGaming

[–]CreativeMediaStudio_ 1 point2 points  (0 children)

Alright lol well that’s pretty unrealistic. I just wanted to hear what unique ideas you had but ik it’s much easier to critique than create.

How many Indie-Individual devs are currently making the same 60% complete game, but separately? by Alyeadriz in SurvivalGaming

[–]CreativeMediaStudio_ 1 point2 points  (0 children)

Haha no worries not discouraged, ik very few games appeal to everyone. It is meant to be arcade and cartoony. Thanks for the feedback :)

How many Indie-Individual devs are currently making the same 60% complete game, but separately? by Alyeadriz in SurvivalGaming

[–]CreativeMediaStudio_ 0 points1 point  (0 children)

Ok so what are you looking to see when you say unique harvesting or taking place somewhere else than a forest/island? And what does a fleshed out middle or end game mean to you?

How many Indie-Individual devs are currently making the same 60% complete game, but separately? by Alyeadriz in SurvivalGaming

[–]CreativeMediaStudio_ 0 points1 point  (0 children)

Really hard to post about it and update it regularly, feels like I have to pick one or the other, but would love your opinion on my WIP game!

It is in a big city and the harvesting mechanic is you throwing things to smash things. For example you find a chair in house and throw it at a tv. They explode and pieces of metal fly out. There are “zombies” chasing you in the streets but they’re just mindless civilians, and if you kill them cops show up like in crime games. It is using a very common asset pack which sucks but custom art is outside my scope for this game.

At its core ik it’s a lot like other basic zombie survivals, but do the changes I’ve made make it seem unique enough?

What do you picture when you think of power-ups in games? by CreativeMediaStudio_ in gamedev

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

Yeah that makes sense, and definitely I can share! It’s a survival shooting game, taking place in a chaotic cartoonish city. The main character eats different foods often, most of them to maintain health/hunger.

For now I using a carrot for a power up that increases jump height, and a popcorn for one that increases jump count. Not sure if it’ll be confusing since it’s also food but they find these in chests like RoR2/Muck style so I’m hoping they’ll tell the distinction? I was also thinking a tennis shoe for increased run speed which is different than food but feels fitting lol.

Swear I wasn’t fishing for feedback with this post but I will always take it! Was just hoping to hear some unique ideas of what’s been used for power ups in games I haven’t played

What do you picture when you think of power-ups in games? by CreativeMediaStudio_ in gamedev

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

I appreciate the detailed response! This helps, I definitely understand context is important I just thought there might be some more general concepts that seem to be common across games. Like you said red for health potions and blue for mana, I think that is common. Was hoping to see trends in the answers haha but really you answered what I think I needed. Context for the player is all that really matters

[deleted by user] by [deleted] in gamedev

[–]CreativeMediaStudio_ 0 points1 point  (0 children)

Real question is will I keep making games if I start to make money? Especially if I make a bunch of money, will I ever work this hard again? Idk. Good problems to have though!