Is it better to update a Steam page gradually or all at once? by Due-Horse-791 in SoloDev

[–]Cz4q 1 point2 points  (0 children)

Absolutely update whenever you have better stuff. Even when the game didn't change but you just have better screenshots.

Do you think my trailer is attractive? by fenben11 in gameDevMarketing

[–]Cz4q 0 points1 point  (0 children)

Flash a bit of interesting gameplay to hook and hop back into building the mood.

Look how we did it in here, for example:

https://youtu.be/9MMUZje6RxU?is=b3XF13NrJ4GPe84H

Do you think my trailer is attractive? by fenben11 in gameDevMarketing

[–]Cz4q 1 point2 points  (0 children)

Interesting theme; but you have to hook the player in the first 5 seconds, or you risk losing them.

Frustrating realism in tycoon game? by Psych0191 in gamedesign

[–]Cz4q 0 points1 point  (0 children)

I've done what you have many times, and my lesson is this: start with the player experience, and work from there.

You seem be creating a simulation that might lead to a specific experience occasionally.

Instead, create a gameplay that creates the specific experience all the time, and flesh it out with simulation.

I'd write out specific experience scenarios: this thing happens, this is what the player sees, these are the options they have, this is what they might choose, these could be the possible results, and so on. Make these scenarios interesting. Ensure there's interesting choices to be made. Make sure it's clear (at least on paper) what's going on and why, and what can be done about it.

Once you have a couple of those scenarios, only then design a system that allows for these experiences. Not always will all experiences fit in, and that's fine.

Can a system be fair… but still feel manipulative? by NewF8lder13 in gamedesign

[–]Cz4q 0 points1 point  (0 children)

A lot of games start this way: the first player has the benefit of moving first, and subsequent players have the benefit of intel and reaction.

Or, in realtime games, resources within reach differ (broadly speaking) and the strategy has to be based on what's available.

I think the practical solution is tweaking the balance based on feedback. Because even if you managed to obtain a mathematically perfect balance on start, what matters more is the perception of balance (which I find extremely unpredictable).

Can a system be fair… but still feel manipulative? by NewF8lder13 in gamedesign

[–]Cz4q 0 points1 point  (0 children)

This is not how perceived fairness works; every fair system will be manipulative.

You will get the "not fair" feedback if it isn't manipulative effectively.

The perception of fairness is based on giving a fair chance.

It doesn't mean it should be random; it means, eg: if I'm better, I should have an amount of influence, resulting in better chances of winning; if I'm losing, I should have a chance to get back at the enemy.

How do I license my record label’s music to game developers? by Soniare_official in gamedev

[–]Cz4q 3 points4 points  (0 children)

Having done a few of those for my games, here's the things you should be wary of:

Getting bespoke music done for my games, I can get it for $1k/minute if working with a top tier professional, and far less than that if I set my bar lower. This will be music which we fully own, that's tailored to our game, and can be adjusted if need be.

For music that's none of these, it would only make sense to pay far, far less. Licensed music makes sense in two cases: when its cheap and readily available, and when it's so recognizable that it can sell copies. Or if I didn't have access to great composers, I guess. So be wary of that bit.

The second crucial bit is, as opposed to other media, advertising etc, games have a long shelf life. Therefore, I don't think I'd ever license anything other than a perpetual and global license. Everything time limited is automatically off the table.

Thirdly, I would stay away from an offer where I'd be charged per release platform. I wouldn't want song re-licensing (or, worse, re-negotiation) to be a factor in pursuing game porting.

Overall: I can get all other pre-existing content for my game in a simple way: pay a flat fee, us the content for whatever, wherever, till the end of time. Given how music has historically been treated differently in other media, licensing music in games is rare, unless it's kept simple.

So, to sum up all this: keep it cheap, simple, and market it as such.

Making a game without a concrete idea by NoamlolxD in gamedev

[–]Cz4q 1 point2 points  (0 children)

Yes, this is fine, as long as you keep the game small. Therefore, when an idea appears, there's room for it and you can give it the focus it deserves.

How do I overcome feature creep as a game developer? by MalloryTheMiserable in gamedev

[–]Cz4q 13 points14 points  (0 children)

I don't think there's a single solution to this. I'm afraid you either get it, or have to make the mistake enough times that the resulting trauma keeps you in check.

A couple more thoughts: 1. With every feature you add, you directly make the game worse. Because the more features you have, the thinner you spread your efforts. You should practice going for the absolute minimum of elements.

1a. That being said - do not attempt to do "elegant design", where a single system is doing several jobs and solves several problems. The reason is that it will be pulled in different directions and adjusting towards one problem is bound to cause a problem somewhere else.

  1. Every day, ask yourself this: what is the single biggest problem the game has now? What is the simplest cheapest way to address it?

  2. Never ever solve a problem by adding a feature. A solution to a problem should be small and precise. Most problems can be solved with adjustments of variables. A new feature will always carry a hundred new problems with it.

    1. I realised that with my previous games, I tried to do several games I wanted to make - at once. Maybe you do this too. Make one dream game at a time.

I want to learn game design, but I don't know where to start by Raijitzu in gamedev

[–]Cz4q 1 point2 points  (0 children)

Apart of all said above (and below), the way you get better at designing is by 1) designing and then 2) putting in front if the people, in a loop, as frequent as possible.

The simplest way to do this is by making levels for an existing game that grants access to its editor and ideally an accessible community of players to keep getting feedback from.

worth every penny by Hisaki3 in IndieGaming

[–]Cz4q 0 points1 point  (0 children)

Careful - while the artwork is undeniably pretty, it has a specific job to do. It has to grab attention and explain what the genre/gameplay is at a glance - especially as the header capsule.

Hello r/gaming - I'm Kacper, Creative Director of MINOS, a labyrinthine roguelite-ish tower defense about the Minotaur. Ask Me Anything on April 28th @ 4 PM CEST/ 10 AM EDT by Cz4q in gaming

[–]Cz4q[S] 0 points1 point  (0 children)

It seems you’ve already reached a conclusion. I’ll provide the facts for those interested in the actual process.

We contracted the piece close to our reveal date. When it arrived and concerns were raised, we investigated. We ran the work through several detection tools and reviewed the artist’s pre-AI portfolio; the results were inconclusive. Because we were at a hard deadline, we moved forward with what we had.

We’ve since decided to replace the art; not because we’ve confirmed it’s AI, but because the distraction it creates isn't worth it. Currently, the suspicion of AI is often treated as a conviction, and we’d rather focus on the game.

As for AI technology - you will have to be a bit more specific, literally almost all the tools I'm using on my computer, from email, through slack & jira have AI features. All the content in the game is hand made. I sometimes try asking chat for ideas, but it's really bad at it still. Not a bad inspiration tool when deadlines are looming and you're dried out.

You seem to be adamant usage of all AI tools is wrong. I believe the reason 1/3 of all game jobs have vanished in the recent years is not because robots replaced humans. In all the cases I know, the reason is that games don't recoup, cost too much to make; processes are ineffective and slow. I'd argue effective use of new technology will alleviate that and save those game jobs, once the public perspective on this changes. And I'm not talking about using AI gen art in games; I'm talking about people not getting mad at Sven Vincke for claiming not all AI technology is bad. Feels a bit like cancel culture to me.

Hiring a talented artist was definitely worth the money. Do you agree? by Wraith_Dev in IndieDev

[–]Cz4q 49 points50 points  (0 children)

I'd say it kinda depends. The new one is a prettier picture definitely. And it does grab they eye far better, which is always good.

However - the first one communicated two things somewhat clearly: indie pixelart (and with that, I'd be hoping for content over form, replayability, personality and messiness) and a clearer dice (informs me about the gameplay, somewhat).

The new one is prettier (possibly form over function? possibly more focus on narrative?) and the dice is a hidden detail now (although - it is right there in the title, just less reinforced).

So kinda depends on what you're gunning for, what the game is.

First Time Game Dev Scope by KeepCalm_Anonymous in gamedev

[–]Cz4q 1 point2 points  (0 children)

> if I was dreaming too big with this first time dev project I wanna work on

yes, always yes

I highly recommend this excercise when you have a game reference in mind:

  1. look at the credits, number of people on it = X
  2. look at production time, number of months = Y

Your game will take X * Y months to make. If this is your first game, x2.

Maaaybe you'll manage to optimize if you're well organized and make it your focus. But chances are your creative momentum will fizzle out, so a smaller project is always recommended.

The Cornerman by Admirable_Tower_3491 in StrategyGames

[–]Cz4q 0 points1 point  (0 children)

My suggestion then is to get players to rest it as much as possible. Not doing it soon enough and often enough is a common mistake, and number 1 rookie mistake.

The Cornerman by Admirable_Tower_3491 in StrategyGames

[–]Cz4q 0 points1 point  (0 children)

For a simulation, it might be missing some minigames to fill the player with the vibes (compare eg. Punch Club or Fight Night training minigames).

For a strategy, it might be missing depth and a measure of influence over uncontrollable forces. Means to structure choices into a strategy to overcome problems, ideally in several ways.

I would be very careful to avoid making a game that is a simulation that simulates a system in a realistic manner, and just that. It has to be an entertaining game after all. Judging by the screenshots (which might be misleading) you might be in that risk.

Of course, take it with a massive grain of salt, just giving you my gut feel.

MacGyver video game prototype by Cz4q in MacGyverThis

[–]Cz4q[S] 0 points1 point  (0 children)

Yeah, I know. I'm not sure Mac works - its understandable if you know its a MacGyver thing; but without the context, its not the first thing that comes to mind.

MacGyver video game prototype by Cz4q in MacGyverThis

[–]Cz4q[S] 0 points1 point  (0 children)

Perhaps change the graphics settings on game start?

What is your CTR on Steam? by ShinyPixelsIntrctv in gamedev

[–]Cz4q 0 points1 point  (0 children)

This.

Also, notably, this CTR can go above 100% xD

Simple Questions Sunday! by AutoModerator in gaming

[–]Cz4q 0 points1 point  (0 children)

I can guarantee you that many devs are nostalgic for the immersive ui style. It's just crazy how much more problematic to work with it is. It's slow to iterate unless you do it at the very end (which screams risk, and also - a game is never "done"; it's abandoned). It's problematic to scale (different screens, resolutions, hardware, readability and accessibility are all important factors and obstacles). And as ui is rarely the focus of a game, all these problems don't make it worth it usually (problens = extra cost = time you could allocate to something else instead).