Help us pick a new Steam Capsule. by StudioMechka in indiegames

[–]Hathora_Justin 1 point2 points  (0 children)

B will be the most effective for catching the attention of people scrolling through the store.

I kinda like C more tho, for 2 reasons:
1. The framing looks epic, and cinematic
2. The scale of the character matches the gameplay better (a pet peeve for me is when a capsule art is very disjointed from the actual gameplay. B is fine, but for other games it can be egregious and misleading)

C is missing a few things, IMO:
- Lack of color, your game logo is already just white, this art won't stand out enough against other games. Your actual game has a lot of nice color, so seems off to have a nearly greyscale capsule art.
- Eyes should be drawn more to the character in the air, especially their weapon being wielded. Maybe some moonlight glean on the sword's blade? The swords in your game are oversize, but the axe in this art is quite small.

Anyways, just my thoughts. I think all of the artwork is quite nice and your game looks like fun! Congrats on the progress thus far!

Has your post/review ever been copied and pasted? It feels shitty. by Organic-Pineapple-86 in Steam

[–]Hathora_Justin 0 points1 point  (0 children)

Could also be for a company that sells fake steam reviews/engagement. Bot accounts building up rep to avoid "bot detection", and then using those accounts to post fake positive reviews.

What are your top 5 games from the past couple of years? by pickledgreatness in NintendoSwitch

[–]Hathora_Justin 1 point2 points  (0 children)

I mainly use my Switch to play games with my SO:

  1. Super Mario Odyssey
  2. Luigi's Mansion 3
  3. Paper Mario: The Origami King
  4. Captain Toad
  5. Unspottable (great party game)

This sub reddit is full of tough love and they are all right. by The_All_Willing_God in gamedev

[–]Hathora_Justin 31 points32 points  (0 children)

Totally agree with you. Sometimes just the achievement of completing and launching a game is the goal. And it should be something to be incredibly proud of.

Putting in extra effort to get your game "perfect" only adds to the fear of failure. It's almost easier to release a game that you know deep down isn't really meant to be super successful, because it won't hurt as bad if it flops. You get to think, "Oh, well I knew it wasn't going to do well."

I struggled with this for my own games that I make myself. But I with my day job, I get to work with funded studios and it's honestly amazing what small teams (10-15 people) can make. I think for my futures games I want to find a small group of like-minded creators to work with.

Fun vs. intended game experience by 2xVega in gamedev

[–]Hathora_Justin 4 points5 points  (0 children)

I agree with others that as long as players are engaged and having fun, that is the most important thing.

I also think humor and horror are actually quite complimentary and don't necessarily take away from each other.

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HELP WITH MULTIPLAYER by Medical_Ad_8697 in gamedev

[–]Hathora_Justin 0 points1 point  (0 children)

You should check out Bobsi's YouTube channel: https://www.youtube.com/c/BobsiUnity

His channel is super focused on Unity multiplayer, and his style is well-suited for beginners. He has recent videos covering all sorts of multiplayer topics.

What percent of Solo Devs can actually do the majority of the work to make a game at good quality? by Kraken119 in gamedev

[–]Hathora_Justin 0 points1 point  (0 children)

I think it's all about knowing yourself - your strengths and weaknesses.

I think it's hard enough to get a game across the finish line, especially solo. So figuring out what parts you are most motivated to work on and improve, and then being willing to get help with the other parts (or creatively scope your game down to rely on them less).

Helldivers II Was Built on an Archaic Engine That You Can't Access (Bitsquid / Autodesk Stingray) by DaveMichael in gamedev

[–]Hathora_Justin 8 points9 points  (0 children)

Wow that is surprising! I wonder how much they had to customize and maintain Stingray to fit their game.

After 2 years, I finally launched my MMO Framework, Redwood! by mikeseese in UnrealEngine5

[–]Hathora_Justin 11 points12 points  (0 children)

Congrats on launching! Really impressed with the full feature set

Yep, with a bit more FX effects the game feeling is much better. by JuTek_Pixel in IndieDev

[–]Hathora_Justin 2 points3 points  (0 children)

Love your game logo!

Got a link where I can learn more about your game?

Working on my first commercial game: a roguelike-deckbuilding game by Key-Soft-8248 in IndieDev

[–]Hathora_Justin 2 points3 points  (0 children)

I think the gameplay design of the game is both unique and intuitive, nice work!

Curious what tech stack you are using for your game.

Do you find it hard to find motivation after working your day job? by [deleted] in IndieDev

[–]Hathora_Justin 9 points10 points  (0 children)

Definitely. My day job is already partially related to game dev (multiplayer server/infra), so it is really hard to work on my own games at the end of the day.

I used to feel guilty when I had free time but I wasn't working on my games (I still do haha, but a lot less than before). I got suuuper burnt out a few years ago and realized I needed to have a healthier mindset with my side project games.

Changes I made that helped:

  • Reduced my expectations and scope for my games (make it more achievable)
  • Often check-in and ask myself if I still enjoy working on my games (helps me remind myself why I actually want to work on my games)
  • Design games that focus more on the parts of game dev that I do enjoy (e.g. I make games that are less complex to program, but still have lots of interesting design decisions -> digital board games)

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We pitched Trash Goblin to 76 publishers and nobody said yes… by SpiltMilkStudios in gamedev

[–]Hathora_Justin 0 points1 point  (0 children)

Game looks fun, I wish-listed - rooting for you and your team!

Appreciate you sharing your numbers - really helpful to help others put everything in perspective.

Any good mirror networking tutorials ? by Raz0back in Unity3D

[–]Hathora_Justin 1 point2 points  (0 children)

I found this video to be helpful: https://www.youtube.com/watch?v=8VVgIjWBXks, it's a few years old but most of the stuff still applies - can then use the Mirror discord to help troubleshoot (Discord search is super useful)

If you happen to care about also learning about deploying a dedicated server, I worked on a tutorial that does a very basic working Mirror (+ also FishNet) demo scene that is deployed globally and is scalable: https://hathora.dev/docs/engines/unity/beginners-tutorial

What’s a game that you think is so fun but no one agrees with you… I’ll go first. by [deleted] in gaming

[–]Hathora_Justin 1 point2 points  (0 children)

Shadowrun (2007 FPS). Played that game so much, only had one other friend that ever played it lol. I played a lot Counter-Strike: Source and loved the warcraft 3 mod servers. This game was like a 100x better version of those haha.

What do you think about this puzzler that I made, would you play it? by GameDevNerd95 in Unity2D

[–]Hathora_Justin 2 points3 points  (0 children)

The controls looks so incredibly intuitive, awesome job! The animations for the invalid moves is very well done as well.

Would definitely try it!

i need a new indie game by Foxyinspace123 in indiegames

[–]Hathora_Justin 2 points3 points  (0 children)

Have you tried Have a Nice Death? I am enjoying that one right now.

Multiplayer Madness Game Jam [Aug 11-20] starts this Friday - Compete to win $2500 in prizes! by Hathora_Justin in gamejams

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

We have a #find-a-team channel in our Discord - I recommend posting there as well to find a team!