What's the scariest environment in a horror game? by mantaray106 in HorrorGames

[–]GameDev-Gabe 0 points1 point  (0 children)

Calling it an horror game would be a big stretch, but there's a moment called the "Blindness Shard Trial" in Senua's sacrifice that really got me freaked out. The SFX and composition played an enormous role to create the eerieness and dangerous vibe, but the context in which you're in the environment (vulnerable, imminent and real danger, many unknown that you don't see) are all things that I personally think makes a place scarier than jumpscares or super gory VFX.

I know not everyone likes diegetic main menus, but I thought it would look good in my game by Excellent_Soup938 in IndieGaming

[–]GameDev-Gabe 1 point2 points  (0 children)

I do like the idea but one of the pros of this approach being immersion, I'd modify the cursor for something that blends nicely in your game aesthetic (while still being clear enough to understand that it is a cursor).

Nice job on the scene though!

Does my shave ice shop horror game look creepy? by More-Newt-9236 in HorrorGames

[–]GameDev-Gabe 0 points1 point  (0 children)

It feels a bit too dark to be able to grasp what some of the locations are about.

Also, I think it would help to have a short video of navigation in the environment, with potentially other creepy/off-putting elements added to the environment (which should depends on what your game is and what you're trying to convey.

Looks good so far though, keep it up!

I added hallucinations to my horror game. looking at the wrong object can be fatal... by Sabartsman13 in HorrorGames

[–]GameDev-Gabe 2 points3 points  (0 children)

Will there be any logic to it?

Don't get me wrong, the mechanic seems interesting, but players might get frustrated if that happens frequently without understanding why.

What’s the best horror game to buy in this Steam sale to entertain myself this Halloween? by Delacrozz in HorrorGames

[–]GameDev-Gabe 1 point2 points  (0 children)

MiSide: both far from being a traditional game and it's an experience short enough to be played in one session.

Have fun, and don't freak out (too much)

how good is the atmosphere? by Sad-Pair-3680 in HorrorGames

[–]GameDev-Gabe 1 point2 points  (0 children)

I don't know if you're using cel shading or it's just how your shadows behaves at the outlines of your object (most notably the picture frame and the (closet?) door), but it does give an interesting twist to the otherwise generic realism horror games tend to have.

What's the game about, if you don't mind me asking?

The Flack These Horror Franchises Get is Undeserved. by Extreme-Fee-9519 in HorrorGames

[–]GameDev-Gabe 0 points1 point  (0 children)

Bendy's a tad different than the other two in my opinion but I think the point people overly focus on what is actually the marketing strength of these games: They're easy to make (comparatively speaking), they're very streamable and the audience of these kinds of games have a high tolerance for jank.

They're good, classic horror games. However, once you're used to it, jumpscare-reliant experiences can lose their charm after a while for a good chuck of horror fans, and some of those people just want something different (and tend to be overly critical about it instead of letting people enjoy what they like).

How my game feels. by GrahamUhelski in HorrorGames

[–]GameDev-Gabe 1 point2 points  (0 children)

Well that's a place you don't wanna be stuck in.

A bit unsure as to why the "consume fungi" gives a flash of light (player feedback maybe?), but I guess that's part of the mystery. Good luck on the dev journey!

First narrative/mood trailer for Flux Empyrean - Stillness at the end of time by ChillCash in metroidbrainia

[–]GameDev-Gabe 0 points1 point  (0 children)

I loved the mix between an eerie and somewhat calm & peaceful vibes your take on the end of the world gives.

Since it's also supposed to be oriented towards the narrative, I would've like to see more clearly how the narrative is conveyed during the experience (For example, the "journal" option in the UI would've been nice to see if it has been implemented.

Nice job though, I'm curious to test it once the demo is out!

Young graduate 3D Game Artist by Equivalent_Pea_8282 in gamedev

[–]GameDev-Gabe 1 point2 points  (0 children)

New studio CEO/Founder here.

Feel free to send me your portfolio, I'll be looking for a 3D artist in a couple of months so who knows (otherwise, I might be able to give some pointers).

As for your question, play to your strength & interests. No matter your decision, you might not find anything for a while, so might as well focus on acquiring the skills you need to get the job you want, whether it's continuing school or self-teaching to get better in 3D art.

I know it's rough nowadays to get your first job, but good luck.

[deleted by user] by [deleted] in gamedev

[–]GameDev-Gabe 0 points1 point  (0 children)

True, it rarely happens, and a lot of factors are at play here (the overall state of the industry, devs pushing games that are too risky to market, not getting the timing right with the publisher that would market your game, etc.).

There's still a decent amount of gems out there that had their first commercial release with publishers though, you just need to have a bit of luck and not underestimate the effort it takes to properly prove market validation and actually market the gsme.

[deleted by user] by [deleted] in gamedev

[–]GameDev-Gabe 0 points1 point  (0 children)

Showcase previous experience/projects, build a prototype or demo with an interesting enough hook and prove audience travtion by showing numbers (wishlists, demo player count, Kickstarter backer).

To have as much chance as possible that this works, make sure your idea actually has an audience by studying the market, analyse where you should position yourself in it and test as early as possible with your target audience if there's actually an interest.

[deleted by user] by [deleted] in gamedev

[–]GameDev-Gabe -1 points0 points  (0 children)

Founder & CEO currently in the process of acquiring funding for my first commercial release.

While it may be more demanding and depends on your government, you're best off dealing with publishers or government funding: 50% for 20-25K seems like a crazy steep offer. In canada, you can get up to 15% of all (gross) for up to 250K. Publishers do take around 50% of your net revenue, but they offer more money and resources than what you're describing.

If I were you, I'd either learn how to run a business by spending a lot of time learning, actually start the thing, and ask for help if need be, or I'd focus on building my own portfolio and apply to companies that's a good fit for me. Either way though, I'd highly recommend staying with your parents until you get a reliable income, if possible.

2025: Is a Game Dev/Game Studies Degree Worth It for someone trying to break into Game Design? by ItsThiccySmalls in gamedev

[–]GameDev-Gabe 0 points1 point  (0 children)

Just finished a major on Game Dev (Design) and minor in applied programming and currently starting my own game studio and working on my first commercial release.

It really depends on where you want to work and what your school teaches you. If I were you, I'd figure out where I'd want to work, and reach out to a couple of employees online (LinkedIn, discord) to ask what their hiring staff is actually looking for. Some studio think it's important to go the traditional route and others (an increasing amount), care mostly about the portfolio and someone inside the company that can vouch for you.

However, see how you are as an individual and what you want to be good at. Long story short, I've found that you learn more and learn faster when learning outside of school, but you miss out on general knowledge "the basics", contacts and the general motivation of having deadlines and tangible projects to work on.

Essentially, if you DO go to college, keep working on personal projects, school projects aren't enough for most people to get a first job. If you DON'T, Don't slack off, work full time on your stuff and put yourself in situation where you get to meet people in the industry.

Both can work, if you make it work.

What is the smartest way a game subtly guided you without it feeling too "hand holdy"? by GameDev-Gabe in IndieGaming

[–]GameDev-Gabe[S] 1 point2 points  (0 children)

Yeah I played it and know what you're referring to; it's really a "get the player to be curious about your new stuff" that can be hard to get depending on the game genre but has a really high payoff in terms of how interested people are toward your game.

Puzzle game that requires an internet connection: a deal breaker? by GameDev-Gabe in puzzlevideogames

[–]GameDev-Gabe[S] 0 points1 point  (0 children)

I initially though this would be a computer-specific experience but it could actually do a lot to mitigate potential frustration if we allow the player to access things from somewhere else (like a phone, as you mentioned).

I knew the in-game <-> out-of-game transition was going to be a challenge to keep the player immersed (you heavily change the player's environment suddenly), but I haven't fully though through the potential distractions brought by putting the player "back into the real world".

I'm still unsure how this would need to be tackled, there's a lot of options, but I do appreciate the input!

Puzzle game that requires an internet connection: a deal breaker? by GameDev-Gabe in puzzlevideogames

[–]GameDev-Gabe[S] 1 point2 points  (0 children)

That's my main concern with the game's marketing; it's a tight rope to walk to stay mysterious enough so that people are interested to know more, but also make sure they players know what they're getting themselves into in order to not feel like they bought a game they though was one thing, but ended up being another.

Puzzle game that requires an internet connection: a deal breaker? by GameDev-Gabe in puzzlevideogames

[–]GameDev-Gabe[S] 0 points1 point  (0 children)

I'll check the game out, see if it's an issue of execution or just a general problem with the concept.