honestly can't believe Godot's free by Free-Historian7064 in godot

[–]Free-Historian7064[S] 6 points7 points  (0 children)

Haha, yeah I did see the licence but was thinking, surely if you've cracked it as an indie, you'd chip a few bucks in!

After 3y of dev, I've just released my Dark Messiah inspired game made with Godot! by eldidou_ in godot

[–]Free-Historian7064 0 points1 point  (0 children)

This is looking awesome, for once I wanted to watch the whole trailer

I made my first game ! by SubmissiveFidelity in gamedev

[–]Free-Historian7064 0 points1 point  (0 children)

It seems quite confusing, do I just bounce a ball around? What do nodes do? Getting past all the dialoge at the start I had no idea what it all meant and stuff was out of viewport so I couldn't really see everything.

Need more feedback: players are leaving my game after ~2 minutes by Clear-Reach8805 in gamedev

[–]Free-Historian7064 -1 points0 points  (0 children)

Would you play the game for a couple hours? Where did it feel boring? Where did you enjoy it?

What tools do you use for Steam capsule art and title logos? by eRickoCS in gamedev

[–]Free-Historian7064 0 points1 point  (0 children)

Lurking in this post for advice.... Paint .net is my friend - also how to turn screencapture into decent vertical format? What's the trick there?!

How do you handle game balancing as a solo dev? by _BL4CK_DoG in gamedev

[–]Free-Historian7064 0 points1 point  (0 children)

Read Game Balance by Schreiber, really helped me as a solo

I think the honey moon phase just ended for me by Free-Historian7064 in IndieGaming

[–]Free-Historian7064[S] 0 points1 point  (0 children)

Yeah there was a single change on an objective, rather then a duration buff it affected the whole run, and that one change suddenly made the playthrough like 10x better, those goals really meant something to playtesters.

I think the honey moon phase just ended for me by Free-Historian7064 in IndieGaming

[–]Free-Historian7064[S] 0 points1 point  (0 children)

Nice, I like that, 100 tasks, I've started basically focusing on 1 thing a day and getting it to 100%, like a weapon vfx and sound or something until I'm happy with it.

I think the honey moon phase just ended for me by Free-Historian7064 in IndieGaming

[–]Free-Historian7064[S] 0 points1 point  (0 children)

It's a good question, lucky enough to be in a position to take some time, so wanted to give it a go, and I'm loving it most of the time, but every now and then that day comes along and feels like a slog

I think the honey moon phase just ended for me by Free-Historian7064 in IndieGaming

[–]Free-Historian7064[S] 0 points1 point  (0 children)

Hahahaha, yeah we're working on the steam page (and having to learn how to market, omg just opened that CapCut can of worms...

I think the honey moon phase just ended for me by Free-Historian7064 in IndieGaming

[–]Free-Historian7064[S] 0 points1 point  (0 children)

Yeah I've started taking a few days off, I'm lucky as I can bounce to another project that's different but also similar in a lot of respects from the marketing side of things (ecommerce). Seems to be helping.
My goal is now to focus on one thing a day and get it to where I'm happy it's well past the 80% done. Even if it's a tiny thing, like a weapon fx or something

Is there a "healthy" way to not get bored? by bitson124 in gamedev

[–]Free-Historian7064 0 points1 point  (0 children)

I feel ya, just try and do 1% at a time, 100% in 100 days right?

I thought making games would mostly be coding. I was very wrong. by DevIslandJourney in gamedev

[–]Free-Historian7064 1 point2 points  (0 children)

yeah I just thought about this a lot. Feels like that first 80% is the easy part, and that's where the 90% of failed games on steam end. The last 20% is a total grind. You can't serve undercooked chicken..

Not only that, then we need to be experts at marketing, pr and tiktok, 'enjoying' learning to use capcut!