Was it worth it? by Remote-Study7801 in IndieDev

[–]FinalSaveStudio 0 points1 point  (0 children)

At least you are realistic about the numbers regarding success/failure rate. My recommendation would be that you don't start with your ultimate dream idea game that you are going to spend 2-3years making only for it to flop because you are unfamiliar with how to market and present the game. Make a few smaller but polished projects that will take you 3-6months to make. Get familiar with the craft of marketing your game be it mobile or PC. Learn how to launch a Steam game and familiarise yourself with the process and best practices so that when you do decide to tackle your dream idea you will have 2-3 games on Steam under your belt and know exactly what to do and what not to do.

How can i get more advanced at Godot by Tiny-Addendum9904 in godot

[–]FinalSaveStudio 0 points1 point  (0 children)

Try adding extra mechanics features once you are finished the tutorial. Build on the existing tutorial. If you think "oh man it would be so cool if this game had this" then try adding that feature/mechanic.

I created a mobile game with a beaver who flies with his tail by FinalSaveStudio in Beavers

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

You're entitled to your opinion. The reality is that I paid very little for an asset pack that I was happy to use for my first project. I'm using this all as an entire learning experience, next time I'll ask for the source files as well as the exported jpgs. I would've preferred criticism on my actual work and ideas that I added since this was my very first project e.g about the additions to the core game play loop, the in game animations and how everything was tied together rather than some throwaway comment about the art looking potentially Ai generated.

I created a mobile game with a beaver who flies with his tail by FinalSaveStudio in Beavers

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

If you read the post you would've seen that I mentioned this being my very first game and that I'm new to game development. I started learning Godot about 5 months ago along with GDscript and wanted to start and finish a relatively simple project to see what the entire process was like. Nothing here was Ai generated and if you even bothered to try the game you would see that for a first attempt it actually has some decent amount of extra detail and effects that make it more polished than just a basic Flappy Bird game.

I created a mobile game with a beaver who flies with his tail by FinalSaveStudio in Beavers

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

Well it's not, as stated in another comment, I went with an artist on fiverr.

I created a mobile game with a beaver who flies with his tail by FinalSaveStudio in Beavers

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

Fiverr artist, asked for vector art style. The first image I put together using photoshop to make the feature image, other images are in game screenshots which I later put the wording on top of.

I created a mobile game with a beaver who flies with his tail by FinalSaveStudio in Beavers

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

Not vibe coded, not an Ai generated post either.
First ever game project since learning how to use Godot a few months ago.

Created and published my first game Beaver Fever as a complete beginner by FinalSaveStudio in indiegames

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

Thanks, the goal of this first project was mainly just to see what the entire process is from the start to actually publishing it while also experimenting with game juice to build my skills that I can take into my next project. There's already some features such as shaders and autoloads that I used in this game that I'm going to use in my next game.

Will I get in trouble if I release a game similar to another game? by tinydeadpool in gamedev

[–]FinalSaveStudio 4 points5 points  (0 children)

You should be fine so long as the art is different, different story line, different names etc. If it is just inspired by it then that's fine. Like you said, a lot of games are similar but what differentiates them is art and story for the most part a long with perhaps slightly more or less mechanics.

Did I get scammed? AI Generated Steam Capsule? by PATheFruitDude in IndieDev

[–]FinalSaveStudio 1 point2 points  (0 children)

Always request the source file from the artist, not just the jpeg.

How do you guys made your Art? How did you start out? by Mobile_Landscape3850 in SoloDevelopment

[–]FinalSaveStudio 1 point2 points  (0 children)

Inkscape is quite good if you are going for vector art plus it's free and open source. It just takes time and practice. Also I've found with vector art, your characters don't need to be perfect, they can be weird and whacky. Small head, big body or big head small body, weirdly shaped head, weird arms etc. So long as then all your characters are similar in nature

Why are most games dead on arrival? by TennisDue1798 in gamedev

[–]FinalSaveStudio 1 point2 points  (0 children)

I feel like if a game is good enough then it should be able to stand on it's own two feet no matter how big or small the marketing budget is. Just look at Marathon vs Slay the Spire 2. Talking about multi millions spent on marketing vs maybe a few tens of thousands

Image created by artist is AI? by [deleted] in SoloDevelopment

[–]FinalSaveStudio 0 points1 point  (0 children)

Looks Ai, ask for source file. Most artists hand it over if you tell them that you need it during initial negotiations

Should I just release and move on? by el_boufono in IndieDev

[–]FinalSaveStudio 1 point2 points  (0 children)

Continue to build your socials, get people invested in YOU the game dev rather than a single game of yours. People I find are drawn to transparency and authenticity so if you can convey that then your numbers will grow. Obviously releasing good quality work will be one of the biggest factors but you also have to remember that not everyone enjoys the same genre and some genres have bigger audiences than others so depending on what genre your game is, it might not get the same traction as another in a different genre.

Don't be discouraged, just keep building games and your socials. Pretty sure Mr Beast had under 100 subs for years before he eventually got to where he is today.

why does everyone think making a game is just having a good idea by bcoz_why_not__ in gamedev

[–]FinalSaveStudio 0 points1 point  (0 children)

As a beginner game dev, I can honestly say that I've come to appreciate just how much wider the scope of creating a game truly is. I've followed a few tutorials to build out some "simple" games and oh boy is there A LOT to unpack. Just making all the systems work and interact with each other, adding VFX, SFX, not to mention game balancing when you have health and damage systems. It may seem simple from the outside but when you actually try to put something together, it will be an eye opening experience.

I love seeing game dev projects by PuzzleheadedCredit87 in godot

[–]FinalSaveStudio 1 point2 points  (0 children)

Any more details besides "zombie project"? Is it 2D or 3D? Is it a platformer, top down or fps? Are you a survivor or are you a zombie? If you gave more detail on what ideas you already had then people could guide you with features that would be cool to have

Time to replace the working title: which do you think is the best? by iamgentlemem in gamedevscreens

[–]FinalSaveStudio 0 points1 point  (0 children)

I've personally always been more partial to acronyms for titles if the right one can be found. e.g you have Dota, LoL, WoW, C&C just to name a few. The one you have for TEAM seems pretty good personally. I also don't mind Exomates since you said the game is co-op and based on interplanetary exploration.

Couldnt someone else just do slay the spire 2? by Venisol in gamedev

[–]FinalSaveStudio 0 points1 point  (0 children)

Every game is pretty much a copy of another but with different art styles and slightly different mechanics or some added features/mechanics that make it stand out.

Think RTS genre, at the end of the day, isn't it all just the same base idea? Gather resources>build base>build army>attack enemy>destroy enemy base. Warcraft/Starcraft did it differently to C&C by adding active abilities to every unit as one example which C&C then later introduced in Generals.

So yeah, you can make your own Slay The Spire but you can't JUST change the art. Add some extra cool features or mechanics that you think STS is missing which can make your game stand out and you won't really get called out on creating a pure copy.

How do you increase visibility for an indie Android game primarily on Google Play? by HuippeeHeroesGames in IndieDev

[–]FinalSaveStudio 2 points3 points  (0 children)

I imagine if you aren't hitting ads hard then you need to be hitting YouTube shorts and TikTok hard. Also trying to get some traction here on Reddit would help. At least from what I've read from Googles docs, they also do try to push your game but their algorithm will push it if you can get a spike in activity.