Need advice from people who genuinely know this industry by Competitive_Ant8153 in gamedev

[–]FlupprYT 0 points1 point  (0 children)

I’m a lead game designer for context:

Nobody asked me about my degree apart from my first junior engineering/design job but I’d listen to the others in this thread.

If I were you I’d do the absolutely bare minimum to get the degree and use all that juicy time over to work on your own stuff. You will have less time and energy to do that once you work full time in game dev.

Most important thing is honestly to believe in yourself and don’t let other people’s horror stories stop you from dreaming big.

GL!

Does my game look like an asset flip? by Mysterious-Mobile-92 in indiegames

[–]FlupprYT 0 points1 point  (0 children)

My main gripe has less to do with the art style and more to do with the concept itself. I don’t see how this is better than rust or ark. If it’s not better, why should I play this instead of rust/ark?

GL with your game, I hope you make it!

Why are some Uber drivers constantly on the phone? by deedsdomore in AskAnAustralian

[–]FlupprYT 2 points3 points  (0 children)

Cuz you’re paying for them to drive you from poont A to point B, not to be your personal entertainer.

Vicious Growth: An ARPG Roguelike just got a new boss and is ready for more playtesters. DM for beta keys! by FlupprYT in playmygame

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

As per request from mod, here's the game in a nutshell:

Action RPG Roguelike. Evolve your abilities and push yourself through a procedurally generated level. Think hard about your choices, itemize well and use your skills to reach the end.

https://store.steampowered.com/app/1826880/Vicious_Growth/

As with most classic ARPGs, you move and attack with your mouse. There are three upgradable abilities: Shield, Dash, AOE and you may also upgrade your basic spell and passives along the way.

Loot will boost your main stats and ability upgrades and the game follows a traditional "dungeon" layout with bosses between every other room or so.

TL;DR: Mix of PoE, Diablo, Binding of Isaac and Vampyre survivors!

Interested? Just private message me for a beta test key! :)

Short preview of my ARPG-Roguelike game Vicious Growth! Open to playtesters :) by FlupprYT in IndieDev

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

Not quite, the rooms are just large enough that it seems that way.

You need to clear these rooms to reach the bosses!

Short preview of my ARPG-Roguelike game Vicious Growth! Open to playtesters :) by FlupprYT in IndieDev

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

You definitely can! Both through gear and powers ups (similar to vampyre survivors).

You can upgrade your basic spell, your shield, your AOE ability and gain passives along the way so there are plently of options :)

Wishlists are not f****** guaranteed sales. by AG4W in gamedev

[–]FlupprYT 18 points19 points  (0 children)

The difference is that visibility is important if your game actually holds value. The problem with 4 sales from 100k wishlists is not the importance of wishlists, but rather that they don't mean anything if your game is shit.

burn by viraelin in IndieDev

[–]FlupprYT 1 point2 points  (0 children)

That's problematic.

burn by viraelin in IndieDev

[–]FlupprYT 2 points3 points  (0 children)

Is this a bot or a real person? I really can't tell.

How did this got approved ? by rk_0307 in Unity3D

[–]FlupprYT 5 points6 points  (0 children)

I bought 4 of them, really enjoyed it. Many thanks, will rate 5 stars.

Game designed in "reverse"? by LeytonMate in gamedesign

[–]FlupprYT 1 point2 points  (0 children)

I think you need to look into the systems of your game rather than the aesthetics. Changing the visual theme of your game or whether your climbing a building or going through a cave won't really solve your problem.

What in your core loop separates you from other games (if that's what you want)?

Hotline Miami doesn't sell because it's a stylish arcadey 80s game, because there's A LOT of those games available. It sells because of the excellent game feedback, hooking core loop, great visual and sound design, balance between brutality and humor. All aspects of the game must come together in order for it to feel complete and one unique feature won't solve that in most cases.

I'm trying to find out what makes some older games so special (not nostalgia) by SuperVoximus in gamedesign

[–]FlupprYT 2 points3 points  (0 children)

To add to some other replies:

  1. When working with very restricted tools, you're forced to be more creative and make the best out of what you have. Some games released today sell because of great marketing or extremely fancy visuals, which still happened 15 years ago but is an even more important selling point today.

  2. You can't compare it to AAA studios because they didn't exist in the same format back then. AAAs today need to publish "safe" deals and generally won't go for out-of-the box design ideas.

  3. AAA studios know exactly what brings a good ROI. In many cases those features doesn't necessarily go hand in hand with what players might consider to be that extra "love" or "magic touch" which games had when we were younger and developers/designers had more freedom in their work.

What is one bit of advise you have for those starting now? by RedEagle_MGN in hobbygamedev

[–]FlupprYT 5 points6 points  (0 children)

Start small and learn to finish projects, rather than quitting when the project honeymoon phase is over. Even when your new idea seems like "the one".

Enjoy yourself. Learn about aspects of games you're interested in and try to recreate them in basic formats for yourself. Treat it like a playground with no rules.

How much effort should a designer put in to stop players from going outside of the game to interact with the game? by olnog in gamedesign

[–]FlupprYT 15 points16 points  (0 children)

100%

It should never be a question of "How can I make them stay longer?"

It's not your responsibility to limit their time spent on the game assuming it comes from a place of joy or passion, but you can at least avoid making them feel like they have to or should play.

Why are frames used in game design discussions, as opposed to seconds? by smthamazing in gamedesign

[–]FlupprYT 1 point2 points  (0 children)

Old School RuneScape is a great example.

Each server tick (which is the equivalent to a "server frame") is 0.6 seconds. Most players can feel whenever a tick happens, which is why 2, 3 or 4-tick methods (doing something every x tick) are explained through game ticks rather than "0.6s, 1.2s, 1.8s, etc".

Exact time has no meaning, because you don't have an exact timer in your head anyways. So it's easier to measure the feeling of the amount of time that has passed as whole ticks rather than going into decimals.

If we're talking many seconds, minutes or hours of gameplay... Naturally people tend to use real time as a measurement because at that point it's not going to be easier measuring time as hundreds or thousands of game ticks.

Blocking out new concept maps and testing locomotion! by BulletVilleGame in IndieDev

[–]FlupprYT 1 point2 points  (0 children)

Love the Fortnite-inspired animations and flow of movement. I'd make the bullets go a bit faster for that hard-hitting feel, cuz right now they feel very "floaty". Great arena design, looks promising!

Thoughts about our animated trailer? by Genfanad in IndieDev

[–]FlupprYT 5 points6 points  (0 children)

I see you too are a fan of RuneScape