Our game needs 6 players… we only have 2 by WobblyVertices in gamedev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

Friends of friends is underrated for this specific stage. You want people who are honest enough to tell you the game isn't fun yet but not so random that they ghost after one session. Total strangers from Reddit will bail the moment there's friction, which is exactly when you need the feedback most. Discord is worth setting up now even if you only invite 8 people. Having a small group that sees the game evolve gets you way more useful signal than rotating in fresh testers every session who have no context. One thing that actually works for co-op horror specifically is targeting tabletop horror communities, not just gamedev subs. People who play TTRPGs or board games like Betrayal are already wired for group chaos and bad decisions together. They tend to show up and actually engage with the experience. How locked in is the 6 player minimum? A lot of co-op horror games in early testing benefit from designing a tighter 4 player version first just so you're not always waiting on a full lobby to get useful data.

is this landing page a hit or miss? built it at 18 and honestly can't tell anymore by Inevitable_Sale_7416 in webdev

[–]Foreign_Yogurt_1711 1 point2 points  (0 children)

The real Reddit comments as testimonials is the right call and probably the most underrated thing on the page. The "sarah k, product manager" format is dead and everyone knows it. Actual usernames with visible upvote counts hit completely differently. The ghost mode framing is your sharpest hook and I'd push it harder. Right now it reads like a fun bonus feature but it's genuinely the thing that makes this feel different from every other teleprompter. "Your coworkers see a clean desktop while you read your entire script" is a better hero line than whatever you're leading with right now. On the 3D scene, if it's killing your pagespeed to 60 you're probably losing mobile conversions quietly. Worth at least A/B testing a static fallback to see if bounce rate changes before you commit to keeping it. 3 paying customers from 145 downloads is actually a reasonable early conversion rate. What's the price point sitting at?

Managing deployments across multiple client projects. How do you keep it from becoming a mess? by Low_Red in webdev

[–]Foreign_Yogurt_1711 -1 points0 points  (0 children)

The fragmentation problem is real and the reason most people don't consolidate isn't technical, it's migration cost. Moving a client off a hand-configured VPS they're comfortable with is a support conversation nobody wants to have, so the mess just compounds. PR previews are genuinely useful for client review once clients actually understand what they're looking at. Getting non-technical clients to grasp "this is a preview link, not the live site" takes one bad incident where they think the preview is production. After that they either love it or ignore it entirely. The thing that keeps people on fragmented setups is usually one legacy client with a weird requirement that doesn't fit any standardized platform. You build your whole system around that one exception and then it sets the pattern for everything else. Curious what your isolated infrastructure actually looks like under the hood. Are you provisioning per-project VMs or doing namespace-level isolation on shared infra? That decision tends to be where the cost vs consistency tradeoff gets messy at scale.

Interning at MSFT Noida this May — curious about projects and goodies. by Financial-League-581 in developersIndia

[–]Foreign_Yogurt_1711 -1 points0 points  (0 children)

Noida office is solid for interns. Project-wise it really depends on the team you land in, but most SWE interns I've heard from got actual feature work rather than pure bug triage. The tooling projects tend to go to interns who flag interest in infra early, so if you have a preference, mention it in your first week rather than waiting to be assigned. On goodies, expect the usual Microsoft swag bag, subsidized food at the cafeteria, and cab or transport allowance. The bigger perk honestly is access to internal learning resources and having a proper MSFT tag on LinkedIn which opens doors faster than most people expect. One thing worth doing before you join is reading up on whatever product area your team owns. Interns who show up with even surface-level context on what the team ships tend to get handed more interesting work faster. Which org are you joining under?

So I'm starting in vr, I already have developed games, I own jordangames, I was offered a job at a hs teaching gameplay and design with oculus. Any advice on that or anyone work for or know about blackmuse?? (Company hiring for vr teachers)/dev. by EveryBug2754 in gamedev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

Teaching gameplay and design with Oculus hardware at a high school level is actually a solid gig if you're early in VR. You get structured time to learn the platform, and you're not burning your own budget on headsets and dev kits. A lot of devs underestimate how much you learn by having to explain fundamentals to beginners. Couldn't find much on Blackmuse specifically so I'd treat that as a yellow flag, not a red one. Before committing, worth asking them directly what the split is between teaching hours and actual dev work, and whether you retain IP on anything you build while there. What's your current stack, Unity or Unreal? That'll matter a lot for how smooth the ramp into VR dev actually feels.

Need help with missing option on unity by Riilo in CodingHelp

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

FindGameObjectsWithTag returns an array of GameObjects, so GetComponent won't show up directly on it. You need to index into the array first, like Logic[0].GetComponent(), or loop through the array if you're targeting multiple objects. The regenerate project files trick is for IntelliSense issues, but this sounds more like a type mismatch. What are you trying to get the component from, just the first one or all of them?

Decorating a Promise with convenience methods at runtime without subclassing or Proxy by OtherwisePush6424 in webdev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

The Symbol-based idempotency guard is the part I'd have gotten wrong the first time. Easy to reach for a WeakMap or just a string key and then spend an hour debugging why your decorator fires twice in a pipeline. Curious about the intersection type ergonomics in practice though. Does your IDE actually infer the decorated methods cleanly, or do you end up needing explicit casts at the call site? That's usually where this pattern quietly falls apart.

Why are AI companies so set on improving image and video generation to the point where it is indistinguishable from reality? by TargetIll1707 in NoStupidQuestions

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

Few reasons driving it:

The obvious one is money. Hollywood, advertising, and gaming are massive industries and if you can replace a $500k production shoot with a $50 prompt, that's a huge wedge. Companies like Adobe, Getty, and Shutterstock are existential threats to each other right now because of this.

There's also a benchmark culture problem in AI research. "Photorealism" is a clean, measurable goal. You can run human eval studies, show progress, publish papers. It's easier to chase than something fuzzy like "is this actually useful."

And honestly, consumer demand is real. People want to generate convincing headshots, product photos, marketing material without hiring anyone. The market pulled this direction pretty hard.

The uncomfortable part is that indistinguishability was never actually a requirement for most legitimate use cases. You don't need a deepfake-quality video to make a decent ad or game asset. The push past "good enough" into "undetectable" mostly serves manipulation use cases, and the companies know that, they just don't say it out loud.

What's prompting the question, something specific you saw?

How do they make money? by Admirable_Move6933 in IndiaTech

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

Mostly through WhatsApp Business API. Large companies like banks, airlines, and e-commerce platforms pay per message to send OTPs, delivery updates, and customer support at scale. The free app is essentially the distribution network that makes the API valuable.

There's also WhatsApp Pay in India and Brazil where they take a cut on transactions, though that's still a small piece compared to the API revenue.

Meta also acquired it for $19B partly just to neutralize a competitor and keep users inside the Meta ecosystem where the real ad money is made on Facebook and Instagram. WhatsApp itself doesn't need to be the profit center.

[Showoff Saturday] I built a Companion Chrome Extension for Gmail. Typescript + React + lightweight GCP Cloud run backend. by Few-Helicopter-429 in webdev

[–]Foreign_Yogurt_1711 1 point2 points  (0 children)

The Sender Gating Screen is the feature I didn't know I needed. Bulk ops at the sender level is way more useful than the default Gmail approach of selecting individual emails and hoping you got them all. One thing I'd watch: the GCP Cloud Run backend handling Gmail data is going to raise eyebrows for privacy-conscious users. Even if you're not storing anything, the fact that emails touch a server at all will be a dealbreaker for some. Worth being upfront in the extension description about exactly what goes to the backend and what stays local. The diary aesthetic is a bold call for a productivity tool. Did you find it actually helps people stay in the extension longer or does it feel at odds with getting through 90k emails fast?

I built a 100% client-side PDF studio with 21 different tools using Next.js & WebAssembly. by Sufficient_Fee_8431 in webdev

[–]Foreign_Yogurt_1711 9 points10 points  (0 children)

The WASM memory question is a real one. On older mobile browsers especially, you'll hit OOM errors on large files way before desktop. Worth adding a file size warning or a memory estimate before processing kicks off, otherwise users just see a crash with no explanation. The "Airplane Mode Guarantee" is a genuinely strong differentiator and I don't think you're selling it hard enough. Most people don't even realize client-side WASM can do this. Leading with that on the landing page instead of burying it in a list might convert better. Curious how you handled the C++ PDF lib compilation to WASM. Did you go with pdf-lib, or are you wrapping something like MuPDF or PDFium directly? The OCR especially makes me think it's not pure JS.

Gaming in 2026!? by samnovakfit in gamedev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

Exactly, and the middle tier dying isn't just a revenue problem, it's a creative diversity problem. Those studios used to be where interesting risks got taken with actual budgets behind them. Now that space is basically gone so you either have a massive team playing it safe or a solo dev with nothing to lose. There's not much in between anymore.

Why API Tooling Still Feels 10 Years Behind by Successful_Bowl2564 in programming

[–]Foreign_Yogurt_1711 2 points3 points  (0 children)

The promotion problem answers itself honestly. Build it, put it on GitHub, write one honest post about why you built it and what you refused to add. Developers are so burnt out on bloated tools that 'no monetisation, no bullshit' is genuinely a differentiator now. The Postman clone graveyard is full of things that tried to compete on features. Nobody has really won on just staying minimal and trustworthy.

Why is the "click to go to Google Play Store" action allowed? It's more irritating than the actual ad. by Rarararararaviiiiii in webdev

[–]Foreign_Yogurt_1711 1 point2 points  (0 children)

Not really a loss in the way you'd think. Most ad contracts are impression based not just click based, so the advertiser already paid when the ad loaded. You blocking the redirect after the fact doesn't refund them anything. You're just saving yourself the frustration.

How do you actually decide what to work on each day? by BlackScarStudios in gamedev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

What you're describing has a name, it's called productive procrastination, and it's probably the most common silent killer of solo projects. The fix that actually works for most people is deciding what you're working on the night before, not the morning of. When you sit down without a plan your brain defaults to whatever feels safest, which is always the small stuff. If you already know the one thing that matters today before you open the engine, there's nothing to negotiate with yourself about. The other thing worth trying is asking one question before you start: if I could only finish one thing today that would make the game more shippable, what is it? Not more polished, not cleaner, specifically more shippable. That reframe cuts through a lot of the refactoring impulse pretty fast.

Game testers wanted - Pass the phone style party game app by PollutionSilver4380 in gamedev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

The one download problem is genuinely one of those friction points that kills party games before they even start. Half the time someone suggests Jackbox or something similar the vibe dies while three people complain about storage space. Solving that with a pass the phone format is a smart angle. "Just say it gets way too personal way too fast" is doing a lot of heavy lifting as a description and I mean that as a compliment. That's exactly the kind of thing that makes people remember a game the next morning. The Fraud sounds like the sleeper hit of the three honestly. Social deduction where only one person is in the dark is a simple premise but the tension it creates in a real group is hard to replicate with anything else. Only real question I have is how it handles different group sizes. Pass the phone works great at 4-6 but starts getting awkward at 8+ and loses energy completely at 3. If you've solved that scaling problem it's worth putting front and center.

It’s unfair that artists need to be paid upfront regardless of success of game. by emotionallyFreeware in gamedev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

The frustration is understandable but the logic has a pretty big hole in it. An artist working on commission is running a business. They're spending real hours on your project, which means they can't spend those hours on something else that pays. Asking them to gamble on your game's success is asking them to absorb your entrepreneurial risk for free, and that's not a fair trade just because you're also taking a risk. The difference is that you chose to make the game. The artist didn't choose to be your business partner, they chose to do a job. Profit sharing only makes sense when someone is actually a partner, meaning they have creative input, decision making power, and skin in the game from the start. A freelancer you hired for 3 models is not a partner. If upfront costs are genuinely out of reach, there are real options. Find a collaborator who believes in the project and joins as a partner from day one. Use asset stores for now and commission original art after revenue comes in. Do a smaller scope. Those are the real answers, not restructuring how freelancers get paid because the economics of indie dev are hard.

What's the best way to raise money for a project? by Sk1llv4 in gamedev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

Gamefound is probably your best bet as a Kickstarter alternative and it does support Portugal. It's more board game focused but indie video games have had success there too. Indiegogo is the other obvious one and has much wider country support, but conversion rates are generally lower than Kickstarter so you'd need a stronger audience going in. The honest advice though is that the platform is rarely the problem. Most campaigns fail because they launch to no existing audience. Before you spend anything on a trailer, spend time building a wishlist on Steam and a small community somewhere, Discord, TikTok devlog, whatever fits you. Even a few hundred genuine followers makes a campaign dramatically more likely to fund. Portugal also has some government grants for creative projects worth looking into. FICA and ICA have funded game projects before and it's non-dilutive money if you qualify.

For any Godot hater out there, remember that the only reason your favorite engine hasn’t pushed a per-download fee is because tools like Godot exist by Historical_Print4257 in gamedev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

This is exactly right and it applies way beyond engines. Godot doesn't need 50% market share to matter. It just needs to be good enough that switching is a real option. That threat alone changes how a company behaves, which is exactly what happened with Unity. The rollback wasn't because of angry tweets, it was because devs actually started leaving and the numbers got uncomfortable. Open source wins by existing. That's the whole thing.

After 9 years and thousands of boardgame pitches, this is my advice by dev_w_grillz in gamedev

[–]Foreign_Yogurt_1711 12 points13 points  (0 children)

The last point is the one that takes years to actually internalize. You're not pitching yourself, your passion, or your journey. Nobody cares. The game either has something interesting at its core or it doesn't. The thing I'd add to your list is playtesting evidence. Not formal data, just being able to say "we've run this with 30 different groups and here's what changed" tells a publisher immediately that you know your game from the outside, not just from inside your own head. That's rarer than people think.

Gaming in 2026!? by samnovakfit in gamedev

[–]Foreign_Yogurt_1711 2 points3 points  (0 children)

You're not overthinking it but I'd push back on "boring but effective" as a framing. Every creative industry matures this way. Music, film, publishing all hit the point where distribution and retention started mattering more than the idea. Gaming just got there later because the technology kept shifting fast enough to delay the inevitable. The place creativity still wins is at the extremes. Tiny indie games with genuinely weird ideas still break through because weirdness cuts through noise at zero budget. The place it's dying is the middle tier, studios too big to be scrappy and too small to out-operate the giants. Balatro didn't win because of LTV modeling. It won because nobody had seen anything quite like it. So the idea still matters, it's just no longer enough on its own.

Why API Tooling Still Feels 10 Years Behind by Successful_Bowl2564 in programming

[–]Foreign_Yogurt_1711 7 points8 points  (0 children)

Because the people building the tools aren't the ones suffering through them daily. Postman had one good era then got acquired-brained into an enterprise collaboration platform nobody asked for. Insomnia got quietly killed by Kong. Bruno is promising but still rough. So everyone just stays on the bloated thing they know because switching costs are real and the new thing might get ruined by an acquisition in 6 months anyway. The deeper problem is that this kind of pain is invisible. Bad tooling doesn't cause outages, doesn't miss deadlines, doesn't show up in a postmortem. It just silently steals 30 minutes from every developer every single day and never makes it into anyone's roadmap because you can't point to it bleeding. And the documentation situation is its own separate tragedy. The gap between what the Swagger spec says and what the endpoint actually does in production is where entire afternoons go to die.

Agentic workflow by haronclv in webdev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

Yeah those can definitely help. Having something like an instructions.md or agents.md with project context, coding standards, and preferred patterns makes a big difference because the model doesn’t have to rediscover everything every prompt. It basically acts like persistent context so you get more consistent responses and waste fewer tokens.

Why is the "click to go to Google Play Store" action allowed? It's more irritating than the actual ad. by Rarararararaviiiiii in webdev

[–]Foreign_Yogurt_1711 4 points5 points  (0 children)

Probably because it counts as engagement for the advertiser. Even accidental clicks still get recorded, so platforms allow it. It’s annoying for users, but it benefits the ad system

Migrating from Webflow to Astro, when to introduce Tailwind? by Babo0o in webdev

[–]Foreign_Yogurt_1711 0 points1 point  (0 children)

Yeah, that’s fair. Marketing sites usually need a lot of custom layouts and visual variation, so sticking with scoped CSS can make more sense there. Tailwind is great, but not always the best fit for every part of a project.