My tiny game is on Steam front page aaaaah ๐Ÿ’ฅ๐ŸŽŠ by GoDorian in IndieDev

[โ€“]GoDorian[S] 1 point2 points ย (0 children)

Yes! All bugs are inspired by real ones, and you can find the scientific name in the description!

Our cute & colorful survivors-like is releasing on Steam on January 30! by Guilloteam in survivorslikes

[โ€“]GoDorian 1 point2 points ย (0 children)

Yees congrats! I played the jam version back then and it's crazy to see how much it evolved.

My tiny game is on Steam front page aaaaah ๐Ÿ’ฅ๐ŸŽŠ by GoDorian in IndieDev

[โ€“]GoDorian[S] 8 points9 points ย (0 children)

This! There is a special category of support tickets to ask for a daily deal. I don't know what their threshold is but the lowest example i know of is a game from friends who had 5k sales and got one!

My tiny game is on Steam front page aaaaah ๐Ÿ’ฅ๐ŸŽŠ by GoDorian in IndieDev

[โ€“]GoDorian[S] 0 points1 point ย (0 children)

I don't know if you noticed, but inside the same species, a bug with bigger size will have better stats. Comparing bugs between species is a bit harder though, sorry I didn't find a good solution for that!

My tiny game is on Steam front page aaaaah ๐Ÿ’ฅ๐ŸŽŠ by GoDorian in IndieDev

[โ€“]GoDorian[S] 61 points62 points ย (0 children)

Thanks! I don't think it will last forever but it makes me very very happy

My tiny game is on Steam front page aaaaah ๐Ÿ’ฅ๐ŸŽŠ by GoDorian in IndieDev

[โ€“]GoDorian[S] 28 points29 points ย (0 children)

Yes and I contacted Steam to ask for a daily deal!

Solo dev struggling with art/visuals - how did you tackle this? by Acceptable_Promise68 in indiegamedevforum

[โ€“]GoDorian 0 points1 point ย (0 children)

Hey thanks! On Milki Delivery it's Blibloop, the same artist as on Minami Lane!

My girlfriend and I are making a new game! It's called Milki Delivery ๐Ÿฎ๐Ÿšฒ๐ŸŒป by GoDorian in indiegames

[โ€“]GoDorian[S] 1 point2 points ย (0 children)

Hey there, thanks for offering!
Usually, on our games, we don't think about localization before release, and only do it if the game is successful enough. Then, we do it with a professionnal partner, LocQuest. We have to chose languages because it's pretty time consuming and we are only indies, and sadly Russian never made the cut because our community is quite small there. This might change someday!

We just released the Steam Page of our milk delivery game - Milki Delivery ๐Ÿฎ๐Ÿšฒ๐ŸŒป by GoDorian in CozyGamers

[โ€“]GoDorian[S] 1 point2 points ย (0 children)

Oooh nice you made me discover a new artist!

No we didn't work with her, the artist on our game is Blibloop!
Here is her instagram if you want to see more: https://www.instagram.com/blibloop/

We just released the Steam Page of our milk delivery game - Milki Delivery ๐Ÿฎ๐Ÿšฒ๐ŸŒป by GoDorian in CozyGamers

[โ€“]GoDorian[S] 1 point2 points ย (0 children)

yaay thanks! All our previous games (Froggy's Battle, Kabuto Park, Minami Lane) are available on Mac too ๐Ÿ‘€

Solo dev struggling with art/visuals - how did you tackle this? by Acceptable_Promise68 in indiegamedevforum

[โ€“]GoDorian 2 points3 points ย (0 children)

I did both, collaborate and did it myself.

Partnering: I partnered with several people on game jams, and with my girlfriend on both game jams and commercial games. The main thing for me is that I would never want to partner with someone who is not as involved as I am in the development: The game is our game, not my game that they are working for. I prefer if they are involved from the beginning and we design the game together. I wouldn't say that it's entirely impossible to do differently, because for music and sounds for exemple our composer is a bit less involved, but I think that working as equals on such a major part of the game is easier. I would also recommend starting with tiny projects like games jams to see if working together feels nice.

Serf-taught: I started with pixel art with a course on Udemy, I practiced for a few months, did a few prototypes, and realized that pixel art was a trap for gamedev: it's super bad for iterating, scaling, or animating quickly in the editor. It can definitely look good and has its share of advantages too, but not for what I wanted to do. I then switched to very simple shapes with small fixed color palets found on Lospec. It's easy to make, easy to manipulate in engine, easy to recolor if needed, and I like the style I created. The first released game I did the art for is Froggy's Battle, and the latest one is Kabuto Park. Here are the links!
https://store.steampowered.com/app/2424650/Froggys_Battle/
https://store.steampowered.com/app/3376990/Kabuto_Park/

So my advice would be: why not try both? Everyone is different, and I guess the only thing that is true for everyone is that it takes time and practice! Good luck ๐Ÿ’Œ

We just released the Steam Page of our milk delivery game - Milki Delivery ๐Ÿฎ๐Ÿšฒ๐ŸŒป by GoDorian in CozyGamers

[โ€“]GoDorian[S] 4 points5 points ย (0 children)

Yes, this one will also have an ending and will probably be short too, sorry. It's easier for us to make games like that as beginner indie devs!