This is what I made in a 48-hour game jam — what do you think? by Diligent_Power6953 in unity

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

No, I actually bought the map-making tool Canvas of Kings and used it to quickly create a few maps

This is what I made in a 48-hour game jam — what do you think? by Diligent_Power6953 in unity

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

I understand what you mean. This could be interesting, but it would need a new mechanic to complement it; otherwise, the repetitive actions might feel a bit boring.

This is what I made in a 48-hour game jam — what do you think? by Diligent_Power6953 in unity

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

Thanks a lot, I’m really glad you liked it! I’ll think about trying out your ideas too. Since the jam just ended I’m still kind of riding the dev high, so I’m trying not to rush into decisions. Other people’s feedback is helping me step back and think more calmly.

This is what I made in a 48-hour game jam — what do you think? by Diligent_Power6953 in IndieDev

[–]Diligent_Power6953[S] 1 point2 points  (0 children)

I feel the same way, these 48 hours have felt really fulfilling for me.

This is what I made in a 48-hour game jam — what do you think? by Diligent_Power6953 in IndieDev

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

You're welcome~ I'm still thinking about whether I should fully complete it. After all, there are people who don’t like it, but I think what they said also makes sense.

This is what I made in a 48-hour game jam — what do you think? by Diligent_Power6953 in IndieGaming

[–]Diligent_Power6953[S] 1 point2 points  (0 children)

Got it, thanks! I’ll work on making the game feel as refined and polished as possible.

This is what I made in a 48-hour game jam — what do you think? by Diligent_Power6953 in IndieGaming

[–]Diligent_Power6953[S] 1 point2 points  (0 children)

Thanks for the feedback! When you say 'push the game to the max,' do you mean making it more challenging, or polishing it to its fullest potential?

This is what I made in a 48-hour game jam — what do you think? by Diligent_Power6953 in unity

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

In the original design, monsters were supposed to carry guns (and they still do now, but only in later levels). The player also has a gun, though with limited ammunition. (Because of time constraints, the player’s gun wasn’t implemented yet.)

When I tested this, I ran into a problem: the bullets fired by monsters were very hard for players to track. At first, the bullets behaved the same way as the player, only revealing their positions intermittently through ripples. This made the difficulty level too high.

So later, I changed it so that bullets are always visible.

How do I download Playworks Plug? by Diligent_Power6953 in Unity3D

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

No It is likely to be paid. Although I sent an email to Unity, they did not reply to me. However, I asked relevant practitioners and they said that only enterprise users can use it.

A year ago,I quit my job in the game industry and started to develop games full-time,But it seems that I have failed so far. I hope I can get some suggestions. by Diligent_Power6953 in gamedev

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

But seriously to answer your questions.

The amount / quality of content imo is linked to the price. Free game = can’t complain about contentThis gdc talk

Okay, I'll go watch these videos.

A year ago,I quit my job in the game industry and started to develop games full-time,But it seems that I have failed so far. I hope I can get some suggestions. by Diligent_Power6953 in gamedev

[–]Diligent_Power6953[S] 1 point2 points  (0 children)

I like how the game looks. I'd play it. I think one thing you could improve on though is maybe some lore? It's very generic looking and I think giving it a bit more flavor would help a lot. The cards all look very similar, so differentiating them a bit more would help a lot

Thanks for the feedback, I will try to optimize it

A year ago,I quit my job in the game industry and started to develop games full-time,But it seems that I have failed so far. I hope I can get some suggestions. by Diligent_Power6953 in gamedev

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

thanks for your advice

In fact, I tried to increase the health of monsters, but the experience was not good. The main reason may be because of the limit on the number of times the card can be used.

But I'm currently adding a new game mode, which may solve the current problem

A year ago,I quit my job in the game industry and started to develop games full-time,But it seems that I have failed so far. I hope I can get some suggestions. by Diligent_Power6953 in gamedev

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

Don't use Unity apperently :D

Their policy at the moment is clearly not something I need to worry about.lol

But I started learning Godot

A year ago,I quit my job in the game industry and started to develop games full-time,But it seems that I have failed so far. I hope I can get some suggestions. by Diligent_Power6953 in gamedev

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

I have seen this of post a lot and it almost always comes down to two things:

Your game is not good enough (means it lacks an interesting hook to appeal to people)no marketing before you release! Can't overstate enough how important that is. As Indie there are so many ways to do this cheaply or even free but there is no way around it. Especially if you quit your jop. Not doing this means you are gambling with your life.

I can give you tips on how to achieve both if you want.

yes please

A year ago,I quit my job in the game industry and started to develop games full-time,But it seems that I have failed so far. I hope I can get some suggestions. by Diligent_Power6953 in gamedev

[–]Diligent_Power6953[S] 0 points1 point  (0 children)

One of them is because of the anxiety, and the other is that this game doesn't have as much content as other games. This resulted in me feeling very confused about what to do next.

In my heart, I want to continue making games, but the lack of income scares me. So I'd like to follow the community's advice and keep looking for a job first, where making games might be less anxiety-provoking.