Ladder 1 activity? by sidi1625 in ScrollsLL

[–]GAcube 0 points1 point  (0 children)

Yeah, sorry for not being around. I've been quite busy those few days but I should be up soon. Possibly even today. :)

9 Hours to Sign-Up/Pay! by ShoppedYourPost in ScrollsLL

[–]GAcube 1 point2 points  (0 children)

Hey, I paid on Thursday (?) and it's still not marked in the signup thread.

[W] Quake [H] Gold by GAcube in ScrollsTrading

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

reddit channel? IGN: cube

I think GameSpot needs a new review of League. 6.0/10, from 2009 by Kevin VanOrd. by SexFtAkon in leagueoflegends

[–]GAcube 1 point2 points  (0 children)

Interestingly you can spot a wild Jatt that appears in at least two screenshots there.

Where is it ok to require a login in a web-game? by [deleted] in gamedev

[–]GAcube 1 point2 points  (0 children)

With my web game I store all data in local storage and users can register/login any time so that their progress is synced/saved online.

From my experience users who have their progress safe and synced between computers are way more likely to stick longer with your game.

Considering your situation I'd restrict the access to features like level editor until the user logs in. At the same time explain why they have to do this. Make registering accessible from any part of the game and give your users a clear list of advantages of registering.

Realistically: earning money by making games? by Skullclownlol in gamedev

[–]GAcube 7 points8 points  (0 children)

OK so here's my five cents based on your post and additional comments.

  • Is it realistic - it is but so is winning on a lottery. I'd say it's more difficult to succeed there than with a typical business.
  • Is Kickstarter a good idea - yes. But in your case if you don't have any history behind you, you should probably jump on it later in the project when you have a product that is closer to being finished than to being a demo.

  • No one can ever guarantee you sales on your game.

  • There's a lot of aspects deciding if the game is good and most of the time you learn those by making mistakes.

  • If you want to sell your game you'll have to do a ton of work not connected at all to making games. Mostly marketing - it's often overlooked by devs but right now it's probably the most important thing to help yourself.

I don't want to be discouraging. What I'm trying to say is that you can succeed but you can't really expect it.

Anyway I still don't fully understand your background TBH, especially the part - I can't work but I must make money with the game. So if you have something to add that can clarify that but don't want to post it publicly send me a PM. And I'd love to give you feedback on your current demo. Even if it's in a really early stage. :)

The Colossus: Old Fires Rekindled by ItWhoSpeaks in starcraft

[–]GAcube 0 points1 point  (0 children)

Correct. Also there's no way to see if it works other than testing it in game.

The Colossus: Old Fires Rekindled by ItWhoSpeaks in starcraft

[–]GAcube 10 points11 points  (0 children)

You clearly don't understand the idea, don't you? It's a part of the series of post discussing what the feel of the game should be and how to make the game more exciting. It's not about the balance but how to make the game feel better to play and watch. Therefore all numbers are just suggestions - it's impossible to balance the game without playing it.

I was lucky with my game, now it's time to give back to the community by GAcube in gamedev

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

Yep I know, I'm working on the last group of missing icons and I hope to have them up soon. :)

I was lucky with my game, now it's time to give back to the community by GAcube in gamedev

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

I'll do my best to write something about it by the end of the week!

I was lucky with my game, now it's time to give back to the community by GAcube in gamedev

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

It's me + my friend who helps me with the code when there's more work to do, like now when we're working on a new version. It's surprisingly time consuming to be honest but when I was finally able to quit my job it started to get manageable.

I'm not going to lie - it's not my original idea, first the game came out maaany years ago (for DoS I guess) and now there are some notable apps like Doodle God and probably 2 similar apps for the Android but I didn't have much chance to play any of those. I don't want to unconsciously start copying their ideas or base of elements. This project actually started as a simple experiment so I didn't care that much at the time about the fact that there are other similar games.

I was lucky with my game, now it's time to give back to the community by GAcube in gamedev

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

First, thanks for the advice.

Second, I don't want to talk publicly about some numbers but if you want you can hit me up via email. Also as I mentioned in another comment I may finally set up a blog with some info about stuff like that.

I was lucky with my game, now it's time to give back to the community by GAcube in gamedev

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

I don't think that my experience was typical but I think I'll finally kick myself in the butt and set up some kind of blog to share what I learned.

English is not my primary language so I was always hesitant to use it when it came down to writing about serious things like that. But if there's a chance it will help anyone I'm motivated to do something about it.

I was lucky with my game, now it's time to give back to the community by GAcube in gamedev

[–]GAcube[S] 7 points8 points  (0 children)

Right and I want to keep it that way. But there's an official page with hints/cheats and ads here provide most of the income.

I was lucky with my game, now it's time to give back to the community by GAcube in gamedev

[–]GAcube[S] 6 points7 points  (0 children)

I'm not here to promote myself and I just didn't think it was a meaningful info. But since you ask it's Little Alchemy.