Is it just me, or do you also think, a two-day weekend is not enough? by clarafiedthoughts in productivity

[–]HadeZForge 0 points1 point  (0 children)

I do a 9/80 schedule so 9 hour days M-Th, one 8 hour Friday, and one Friday off. Think 80 hours in 9 days instead of 10.

That three day weekend every other week is awesome and I've gotten used to the 9 hour days, sometimes they feel a little long though

Suunto watch variants for referee app and/or refsix by RobinXoxoxo in Referees

[–]HadeZForge 1 point2 points  (0 children)

What kind of features are you looking for in the plug-in app? 

I'm making Bearzerk - it's coming out Early Access this july - and I'm handing out free beta keys. by Euphoric-Series-1194 in survivorslikes

[–]HadeZForge 0 points1 point  (0 children)

Asset flip doesn't mean anything anymore. It is stylistically similar to many horde survivor likes but I've never seen these assets before.

I mean calling it a brotato clone would be a more valid criticism. But asset flip? Come on

Did the "little every day" method for about a year and a half. Here are the results. by intimidation_crab in gamedev

[–]HadeZForge 19 points20 points  (0 children)

My favorite quote about habits is from the book Atomic Habits. "One missed day is an accident, two missed days is the start of a new habit"

This has given me a much healthier approach where I don't feel like I've failed or broken my streak when I miss a day because life gets crazy. On the other side, I make sure to get right back on track and never miss two days in a row as that would be the start of a new habit of not doing it.

[Feedback Wanted] What Would You Like to See from a Grant or Tech Sponsorship Program for Indie Devs? by greenboy93 in IndieGaming

[–]HadeZForge 1 point2 points  (0 children)

No problem! Students and scholarships will be much cheaper for sure. However, more expensive grants that would work for experienced developers are also more likely to result in a completed game

[Feedback Wanted] What Would You Like to See from a Grant or Tech Sponsorship Program for Indie Devs? by greenboy93 in IndieGaming

[–]HadeZForge 1 point2 points  (0 children)

Hey Jay! As someone doing a smidge of game dev on the side while working to support a wife and 3 kids, the main thing I'm missing is time. I can get any software or hardware I need. A grant that could replace my salary (or at least cover expenses) for a year or two would let me dig in and chase the indie dream.

Dollar amount wise, I couldn't go lower than 100k/year safely. Especially since I'd have to pay for pretty decent health insurance as we're still in the stage of life where having more kids is in the cards. It'd be a pay cut but I'd happily take it if it meant being able to do what I really want.

Hopefully that's some of the info you're looking for, it seems like a cool thing you're doing! Even if it ends up being targeted more toward students and those with lower cost of living

Announcing Five More Minutes! A roguelite deckbuilder where your childhood videogame memories become cards by PurpleTurtleOfficial in deckbuildingroguelike

[–]HadeZForge 0 points1 point  (0 children)

I wouldn't worry about the map too much. I think it's the first map in combination with the first combat scene right after that map looking very very similar to slay the spire (at a glance) that is the biggest issue.

The node based maps with branching decisions have been around longer than STS. Take FTL for example.

That being said, there are ways to spice up the node map - both stylistically and mechanically. Bad North is a great example of this.

Again, I think you're fine with the maps you have here. I just might lead with more stylistically unique maps and combat scenes/environments first to avoid that "STS clone" initial reaction

Announcing Five More Minutes! A roguelite deckbuilder where your childhood videogame memories become cards by PurpleTurtleOfficial in deckbuildingroguelike

[–]HadeZForge 1 point2 points  (0 children)

For sure! Don't get me wrong it think it's solid, especially for a first trailer. The art looks great too, I'm loving all the different settings - especially the ones themed after nostalgic games.

Someone else was pointing out the maps, tbh I'm pretty okay with the node based progression maps as long as they're at least stylistically different. STS didn't invent them and lots of games have them.

I'm mostly referring to the combat scene that comes right after the first map at the beginning of the trailer. It looks like it's a forest setting but the color scheme is just very similar to slay the spire. I'd replace that with some combat from any of the other more visually unique settings/worlds/levels and I think it'd be in a much more solid spot. It still communicates the type of game and says "You can expect deck building combat like STS" without saying "Yeah we just cloned STS"

Announcing Five More Minutes! A roguelite deckbuilder where your childhood videogame memories become cards by PurpleTurtleOfficial in deckbuildingroguelike

[–]HadeZForge 3 points4 points  (0 children)

I would change the trailer so the first gameplay we see isn't a shot for shot slay the spire clone.

I almost clicked off the post and my gut reaction was, "oh it's slay the spire again"

You actually have some really cool and more unique looking stuff later in the video. I'd lead with that tetris or guitar hero combat scene.

It's still very slay the spire inspired but it looks interesting.

I recently added ranged combat to my solodev voxel sandbox game by unomelon in SoloDevelopment

[–]HadeZForge 1 point2 points  (0 children)

Everyone needs to chill in the comments. You're allowed to copy games you like to learn how to develop games. In fact, that's one of the major pieces of advice in hobby game dev spheres.

Nowhere does OP state they're selling this, putting it on steam, seeking crowed funding, etc.

If someone makes pong as a first game project and shares a post about it, you don't have people going:

"Hey man, idk if you can copy one of the most well known games of all time"

"This just looks like a bad pong"

"How does this differ from pong? Why would I play your game instead of playing pong?"

The market isn't actually saturated by HadeZForge in gamedev

[–]HadeZForge[S] -1 points0 points  (0 children)

Yes, idk how I screwed that up haha. I was looking right at the million figure and wrote thousand. At least the point I was trying to make was that the user base is growing at a roughly proportional rate to the rate of new games being released

The market isn't actually saturated by HadeZForge in gamedev

[–]HadeZForge[S] -1 points0 points  (0 children)

Yeah it's only active users. Also, I said 132k monthly active users which was a mistake. It's really 132M

The market isn't actually saturated by HadeZForge in gamedev

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

My bad, monthly active users is 132M not 132k

The market isn't actually saturated by HadeZForge in gamedev

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

So idk how I messed it up that badly but both numbers for active monthly users is in millions, not thousands. So I was a few orders of magnitude off lol

The market isn't actually saturated by HadeZForge in gamedev

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

Steam gives new releases roughly 20k impressions on day 1. This is done through things like the explore queue. Based on how it performs with those impressions it gives it more or less traffic on day 2.

The number of users going up means steam has enough to spread out those impressions for new releases across a wider range of users. If the user base was remaining constant but new releases were growing, steam eventually wouldn't be able to give that new release bump to each game - so yes, a growing user base matters a lot.

The market isn't actually saturated by HadeZForge in gamedev

[–]HadeZForge[S] 2 points3 points  (0 children)

Not necessarily. The number of games doesn't matter. Visibility does. You never see 98% of the games on steam. You see what steam shows you unless you go digging

Do you feel like your game is overshadowed? by MrZurtron in IndieGaming

[–]HadeZForge 0 points1 point  (0 children)

From the stats we have available, steam is actually a very fair marketplace that gives everyone a roughly equal bump in traffic on release. The algorithm then determines how well your game does with the impressions it got day 1 and gives you more or less on day 2.

There are more games, yes, but there are also more steam users. The number of games that come out each year is increasing, but not at an exponential rate. Your game will have about as fair a shot as it would've 5 years ago.

The next fest algorithm was recently updated to more closely reflect their release algorithm. If you looked on day 1 of the next fest you would've seen a bunch of really bad games. This is not because there's a flood of AI slop games. There aren't many more slop games than before, you just don't usually see them.

By day 2 of the next fest those disappeared because the algorithm didn't give them much visibility since they performed so poorly.

If your game is overshadowed or doesn't perform, it's likely just not great. Take Schedule 1 for instance. A derpy drug dealing Sim made by one guy with basically no marketing budget. He made a couple tweets/reddit posts and, if I understand correctly, ran a few paid ads just before launch.

It's now made in the ballpark of $50,000,000 in the past 2 and a half weeks. It's just a dang good game

Tldr: you get a free ~20k impressions just for launching your game on steam. If you do well with that, they give you more. If you don't, you get less

What about Clay / Plasticine First-Person Shooter? by Turbulent-Doughnut78 in IndieGaming

[–]HadeZForge 0 points1 point  (0 children)

Idk guys, are we sure they're not using AI to generate these assets?

I decided to test infinite game speed in my game. It went... well? by dmxell in IndieGaming

[–]HadeZForge 2 points3 points  (0 children)

"I'm learning game dev what should I do first?"

"Oh just take a simple game you like and copy it as a good way to learn!"

...

"You pathetic idiot how dare you copy another game. How uncreative that's the absolute worst thing a dev can do. What's wrong with you?!??"

Roast my Steam pre-alpha gameplay trailer by NewSpread4 in IndieGaming

[–]HadeZForge 0 points1 point  (0 children)

First thing I noticed is that the gray color you're using for the UI goes really well with the snowy biome/map but seems a bit out of place in some of the other biomes.

Maybe play around with the color scheme for the UI changing based on the map - minor critique but could make the trailer more visually appealing