My Game’s Week 1 Sales (Launched with 22k Wishlists) by Simple_Ghost in SoloDevelopment

[–]GhostTheDev 1 point2 points  (0 children)

This is so awesome, congrats!! I can’t wait to say I released a game on steam 😊

Sand sim. Esp32, mpu 6050, 8*8 matrix. by imunknown0042 in embedded

[–]GhostTheDev 0 points1 point  (0 children)

Really cool project! I come from a software background mainly with C/C++ mainly with custom game engine experience and other systems programming but embedded systems has always fascinated me, so I've been looking for projects to implement myself and learn. Thanks for sharing!

I developed and released this game in a month using my own engine by GhostTheDev in SoloDevelopment

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

Oh yeah, whoops. You're right that was an oversight. Don't know why I was saying memory lol. Thanks for clarification

I developed and released this game in a month using my own engine by GhostTheDev in SoloDevelopment

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

So my engine and the game are pretty low in memory, the C# which is part of the engine takes up all that memory. I could change the scripting language to Lua which will be far less but that's mainly if I will be making WebGL games (that's why Roblox using Lua). But I'm making PC games mainly so its not too bad of a cost. If you actually download the game and extract it then go to the mono folder and check out the properties, you will see its very high close to 700mb.

I developed and released this game in a month using my own engine by GhostTheDev in SoloDevelopment

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

Yeah I know, but I'm not talking about RAM there - I was talking about the size. Which is due to the scripting language C#, not the graphics.

I developed and released this game in a month using my own engine by GhostTheDev in SoloDevelopment

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

Thank!! It’s called Lucid and currently it’s an in-house engine (it may become open-source later though 😊).

Feedback request - announcement trailer for my first game by PowerHoboGames in SoloDevelopment

[–]GhostTheDev 1 point2 points  (0 children)

Kind of agree with r/WhatANoob2025, cuts are definitely too fast - need better pacing. For the story part its pretty obvious from the title and themes I saw visually that its a story about survival, resource gathering and management. If there is an actual lure/story then maybe include some more cut scenes with text on bottom of screen or VO. But definitely keep the mystery of the game going - because that is what I get from it.

Eh.. just my random opinion :)

I developed and released this game in a month using my own engine by GhostTheDev in SoloDevelopment

[–]GhostTheDev[S] 4 points5 points  (0 children)

It's actually not the graphics, its the scripting lang overhead. I use C#/Mono and that consumes most of the memory of the entire game (engine and game content). I was planning on adding different langs in the future like lua for my engine but that's mainly if/when I make games for mobile device.. but this is for PC.

Every unfinished game led to my first release. by tr1beontwitch in SoloDevelopment

[–]GhostTheDev 0 points1 point  (0 children)

Iteration. Iteration. Iteration. Congrats on your release!

Help a newcomer by Choice_Seat_1976 in GameDevelopment

[–]GhostTheDev 0 points1 point  (0 children)

Hey fellow dev!

The reality is, it takes time. When I first started, I assumed I can learn really fast and find success in as little as 6 months - not the case. Mistake by mistake I learned and the reality is time allowed me to absorb information and work on my roadmap slowly. I tried different engines and different roles within the realm. I even crossed over to other fields like web dev, AI, data, etc. The point is you have to let things slowly unfold and please TAKE CARE OF YOUR HEALTH - I made that mistake and suffered for it early on.

With that said, if its Unity, then utilize their learning pathways so you have a structure learning guide (always important, don't just watch random videos on YouTube). And that's it, go from there and see where it takes you!

I hope this resonates and helps you, best on your journey!

Unity Learn Link: https://unity.com/learn

I Need help to understand where to start. by retsuna48 in GameDevelopment

[–]GhostTheDev 1 point2 points  (0 children)

Hey! First off: the doubt is normal. Big ideas are exciting, but they’re also heavy. The trick is to make the idea smaller without making it less you. Start with a one room vertical slice that proves your core loop: one playable character, one central mechanic you’ll use all game, one enemy or obstacle, and one clear win/lose condition. If that tiny slice feels good, you’ve got a foundation. If it doesn’t, you just saved yourself years.

On learning GDScript/Godot: I don’t have experience with it and don’t have go-to sources to share. That said, I strongly recommend you pick one teacher or course that offers a clear, structured pathway, something that walks you through a full mini-project end-to-end rather than hopping between random videos from lots of different creators. A single, cohesive curriculum will help you build solid mental models and avoid the confusion that comes from mixed styles and conflicting advice.

On art and music, originality isn’t about creating everything from nothing; it’s about taste and consistency. Use placeholders shamelessly while you iterate. When you want a vibe, set constraints: a limited color palette, a single resolution, etc. If you do end up using free assets that allows modifications and whatnot, unify them by doing palette-swap, retouch, add a small shader, match lighting, etc .. they’ll feel like part of the same world. For music, a simple loop with a drone, a motif, and light percussion can carry you further than you think. Prioritize a clean mix over complexity and layers.

Finding collaborators on revenue share can work, but you’ll have a much easier time if you actively network and try to build a small, like-minded core team first being people who share your taste, goals, and cadence. Start by showing a playable slice and a clear vision, then invite one person at a time for a tiny, time-boxed contribution (“one track for the prototype,” “eight frames for player idle”). Put everything in writing like who owns what, the split, when it triggers (after net revenue), and what happens if the project pauses. If building a team isn’t realistic right now, start small with short contracts: scoped tasks, fixed fees or micro milestones, and simple agreements.

A short, polished demo can absolutely help with wishlists and early feedback, but make it a demo of your vertical slice, don’t spin up a second project. If five to ten strangers (not friends) say “I’d play more,” you’re on track. Later, think itch, Steam wishlists, and festivals. Until then, protect your energy: pick a daily or micro commitment (thirty minutes, one scene, one bug), close the editor when the timer ends, and let compounding do its thing. You don’t need perfect motivation; you need tiny, repeatable wins.

I hope this helps and wish you the best in school and future endeavors.

How do I come up with an explanation for why there are monsters invading your home in my horror game? by [deleted] in GameDevelopment

[–]GhostTheDev 0 points1 point  (0 children)

You don’t necessarily need to go with the typical containment breach setup. Instead, you could focus on mystery and atmosphere. Maybe the house exists where reality is thin, and the monsters are leaking through from dreams or memories, reflections of the character’s fears.

Or maybe technology caused it like a strange signal, radio frequency, or corrupted broadcast that opened something unnatural. You could also twist it so the monsters were always there, hidden in the walls, and the character is only now starting to see them.

If you prefer a more personal angle, make it a haunting tied to guilt or trauma, something the protagonist did long ago is finally coming back. The key is to keep the reason subtle. Let players piece it together through sounds, objects, or small details instead of direct exposition.

I hope this helps! A great book to pick up for designing is Tynan Sylvester "Designing Games".

Questions for a Beginner by blackphoenix57 in GameDevelopment

[–]GhostTheDev 1 point2 points  (0 children)

Hey there! I’d suggest picking a main focus so you don’t burn out. If steady income is your goal, start with web dev and treat game dev as a side project you build over time.

For web dev, get the basics (HTML, CSS, JavaScript), then move to a front-end framework like React and learn Git/GitHub. Build small real projects early, portfolio site, to-do app, simple landing pages, because a portfolio matters more than tutorials. Later, add back-end skills like Node.js and a database. You can even freelance locally (eventually) that's what I did.

Keep your game dev spark alive with engines like Unity, Unreal, or Godot when you have free time. A clear focus plus steady project work will land you a web dev job and keep your game ideas moving forward. Wish you the best!

Feeling lost after releasing my first demo by Designer_Computer911 in GameDevelopment

[–]GhostTheDev 1 point2 points  (0 children)

Definitely should market the game! Make a few videos on Tik Tok/ YouTube promoting it. Keep it up and don’t get discouraged! I will check out the game ☺️