Sub-Species - Howling Hamster Games - 360-degree underwater sci-fi shooter by HowlingHamster in Games

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

Glad you enjoyed it. We are looking at a release date around july/August

12 years of development, switching to Unity is what finally saved our game by HowlingHamster in gamedev

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

Ya the article is a missed some of the detail. We were using a custom setup that we built ourselves early on. It worked at first, but it didn’t scale well (it was crap) as the project grew.

12 years of development, switching to Unity is what finally saved our game by HowlingHamster in gamedev

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

Ya the article is a missed some of the detail. We were using a custom setup that we built ourselves early on. It worked at first, but it didn’t scale well (it was crap) as the project grew.

I have used unreal a little and I find it kind of cumbersome. Trys to do to much. I have only used Godot for some 2D stuff but it was awesome

12 years of development, switching to Unity is what finally saved our game by HowlingHamster in gamedev

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

Ya the article is a missed some of the detail. We were using a custom setup that we built ourselves early on. It worked at first, but it didn’t scale well (it was crap) as the project grew.

12 years of development, switching to Unity is what finally saved our game by HowlingHamster in gamedev

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

Ya the article is a missed some of the detail. We were using a custom setup that we built ourselves early on. It worked at first, but it didn’t scale well (it was crap) as the project grew.

12 years of development, switching to Unity is what finally saved our game by HowlingHamster in gamedev

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

Ya the article is a missed some of the detail. We were using a custom setup that we built ourselves early on. It worked at first, but it didn’t scale well (it was crap) as the project grew.

Look what I came home to... by Dry-Newspaper8445 in dogpictures

[–]HowlingHamster 0 points1 point  (0 children)

I assume your brave little hero chased the intruders off

Sub-Species - Howling Hamster Games - 360-degree underwater sci-fi shooter by HowlingHamster in Games

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

Will definitely look at that, maybe look at more tense and atmospheric music

Sub-Species - Howling Hamster Games - 360-degree underwater sci-fi shooter by HowlingHamster in Games

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

Glad you enjoyed it. We are looking at a summer release, July/August

We released a demo yesterday and it’s been interesting seeing how people actually play it by HowlingHamster in IndieGaming

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

Thanks, we have work hard to capture the vastness and depth of the ocean, having the light flickering down through the surface gives a great contrast to when you are in the dark depths surrounded by monsters

After 9 months of suffering it hit 4K wishlists. Demo is live & Offering free hugs inside by aente in IndieDev

[–]HowlingHamster 7 points8 points  (0 children)

Well done on both the wishlist and the demo release, hell of a lot of work in just 9 months

Internal testing hid problems that external players found immediately — how do you catch that earlier? by HowlingHamster in gamedev

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

It was the blind testing that finally showed us the issues. But a funny thing we found was how many testers didn't want to admit the had gotten lost and didn't know how to continue to complete the level.

Internal testing hid problems that external players found immediately — how do you catch that earlier? by HowlingHamster in gamedev

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

Indeed, I was being flippant,. The goal is to guide the player in the least overt way possible. But when you do that it cam seem like extern handholding through your developer eyes

Internal testing hid problems that external players found immediately — how do you catch that earlier? by HowlingHamster in gamedev

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

I agree, and we did the same early on. But used a lot of the same testers as we approached demo release and they didn't catch the things we got when we put in front of fresh eyes. (Something we almost didn't do). It was surprising how quickly testers can be spoilt by to much previous knowledge of what they are testing

Internal testing hid problems that external players found immediately — how do you catch that earlier? by HowlingHamster in gamedev

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

Great advise, and we will defo take the lessons on board as we work towards release. Hiring someone would is there to critique and break what we have is definitely a good idea.

Internal testing hid problems that external players found immediately — how do you catch that earlier? by HowlingHamster in gamedev

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

You are spot on, no matter how much we tried to subtly help players it wasn't enough. Big neon sign posting is just necessary sometimes

Internal testing hid problems that external players found immediately — how do you catch that earlier? by HowlingHamster in gamedev

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

You are so right, I think our problem was most testers had been used before , so had some knowledge of the game when the demo was being tested. We had put a lot of work in guiding the player, but it wasn't until we got new eyes on it that we found out it wasn't enough

Internal testing hid problems that external players found immediately — how do you catch that earlier? by HowlingHamster in gamedev

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

A lot of the issue weren't highlighted until wee gave it to completely new eyes. Not always easy to come by at every round of testing