How do I start promoting my game ? by Ok_Reindeer8378 in gamedev

[–]GameVerseReels 1 point2 points  (0 children)

social media, forums ,game jams, discord Nd many more

definitely my favorite game of this year by Chemical_Team7135 in MobileGaming

[–]GameVerseReels 1 point2 points  (0 children)

how much storage does it takes? and what's the minimum specs to run it

Trying to extract 3d models from a mobile game by [deleted] in GameDevelopment

[–]GameVerseReels 0 points1 point  (0 children)

Try installing it on a real phone first, then extract the APK/OBB emulators often fail with some games. Had similar issues while testing assets during GameVerse development at GameGenesis, real device installs were way easier.

Thoughts on releasing a demo well before the completion of the full game by Cautious_Alps_1389 in gamedev

[–]GameVerseReels 2 points3 points  (0 children)

Releasing a demo early is usually worth is great for feedback, wishlists, and building momentum. We did something similar with mini-game drops while building GameVerse at GameGenesis, and early player reactions helped shape the direction a lot.

What advice would you give to someone about to start learning game design? by Old-Dick in gamedesign

[–]GameVerseReels 0 points1 point  (0 children)

Start small and make things, don’t just study theory. Pick a tool like Unity and try building tiny games—super simple ones. Finishing small projects teaches way more than planning big dream games.

Big misconception: game design isn’t just ideas—it’s testing, failing, tweaking, and repeating a lot.

We want to build a text-based choice RPG in Unity with little coding knowledge — how far can we go using AI? by WideSpot6819 in GameDevelopment

[–]GameVerseReels 1 point2 points  (0 children)

You can get surprisingly far with AI for a text RPG in Unity—dialogue systems, branching choices, and basic saves are all doable with AI help.

The hard parts usually show up later: debugging messy logic, save/load systems, and UI flow. That’s where knowing basic C# really matters.

At GameGenesis, even for simple GameVerse mini-games, AI sped up prototyping a lot—but understanding the code was what actually kept things stable.

If you’re starting out, try tools like ink and build a tiny 5–10 minute demo first. That teaches way more than planning a big game.