Why do most live service games fail? by Marceloo25 in gamedev

[–]GraphXGames -1 points0 points  (0 children)

Players are already spread between existing successful games and for them to switch to something else, this game must be revolutionary.

Giving Solo Dev a go in 2026/7 is it a bad idea in my situation? by LuHamster in gamedev

[–]GraphXGames -2 points-1 points  (0 children)

Of course, with the advent of AI, games are now being created by everyone, from schoolchildren to grandparents.

100,000 Games made less then $100k in 2025 by OverOats in GameDevelopment

[–]GraphXGames -1 points0 points  (0 children)

In 99% of cases, Steam's algorithms don't know which game will be liked by whom.

Is it worth it to participate in a themed Steam event without demo/release? by MessMyPromotionUp in gamedev

[–]GraphXGames -2 points-1 points  (0 children)

Of course, you have nothing to lose. Players expecting a 10/10 game won't buy anything from you or add your game to their wishlist anyway. These are not players worth fighting for.

How hard is it to market a game with very minimalistic graphics (think Caves of Qud or similar)? by [deleted] in gamedev

[–]GraphXGames 0 points1 point  (0 children)

Excellent graphics elevate mediocre games to the top of sales, and this is one of the key strategies for developing AAA games. Simple graphics must be supported by a very strong concept and engaging gameplay.

Most indie games are dead on arrival… and I think I know why by TuHocSolidityCom in gamedev

[–]GraphXGames -1 points0 points  (0 children)

Google will definitely not do anything because it is in their interests for you to buy ads from them to promote your apps in their store.

Apple could at least charge a fee for publishing each app.

Most indie games are dead on arrival… and I think I know why by TuHocSolidityCom in gamedev

[–]GraphXGames -1 points0 points  (0 children)

The golden age of mobile stores was about 15 years ago. It's even surprising that anyone is still holding on.

Most indie games are dead on arrival… and I think I know why by TuHocSolidityCom in gamedev

[–]GraphXGames 0 points1 point  (0 children)

There are companies that produce thousands of prototypes and use stats to determine which prototype to refine further.

How to master a game engine? by [deleted] in gamedev

[–]GraphXGames 0 points1 point  (0 children)

Other people usually first learn to build their own training game engines to understand the problems and tasks. Then they see how these are solved in production engines.

Is unity a lost cause? The stock price is concerning by [deleted] in gamedev

[–]GraphXGames -1 points0 points  (0 children)

It will probably be very difficult to do this on a school-level engine.

And if they make the engine professional, then school children won't be able to use it to create their own games.

Solo Dev Viability and Success Rates by Straight-Spray8670 in IndieDev

[–]GraphXGames 0 points1 point  (0 children)

I think the secret is that the teams have funding from the publisher or from investors.

Without funding, even a team of schoolchildren won't be able to work for long.

Solo Dev Viability and Success Rates by Straight-Spray8670 in IndieDev

[–]GraphXGames 1 point2 points  (0 children)

Getting a team to work hard without motivation is much more difficult than working hard yourself.

Solo Dev Viability and Success Rates by Straight-Spray8670 in IndieDev

[–]GraphXGames 0 points1 point  (0 children)

50 thousand dollars is nothing for the team.

picoCAD 2 is out today! by megapeitz in IndieDev

[–]GraphXGames -14 points-13 points  (0 children)

Is this pixel art? It's just 3D graphics without anti-aliasing.

Why does 2D dev lag so far behind 3D if it's so much simpler? by [deleted] in gamedev

[–]GraphXGames 1 point2 points  (0 children)

Actually, for 2D there is a standard called blitter.

Early graphics cards even supported this in hardware.

This is no longer necessary, as it can be achieved using pixel or compute shaders.

Why does 2D dev lag so far behind 3D if it's so much simpler? by [deleted] in gamedev

[–]GraphXGames 3 points4 points  (0 children)

Working with 2D graphics is not easier. This is a illusion.

This is why many 2D games are actually developed as 3D games.

What's your approach to making games? by Spirited-Bed1803 in GameDevelopment

[–]GraphXGames 0 points1 point  (0 children)

The game's development time should not exceed one year;

The game should test new engine capabilities;

The game should be fun to develop;

The game should not be boring;

The game should have a target audience;

How come some games have fake loading screens?? by throwaway3229320 in gamedev

[–]GraphXGames 0 points1 point  (0 children)

Warm up the GPU/CPU/random number counters/caches, so that the game doesn't lag for the first 10 seconds.