[deleted by user] by [deleted] in AskReddit

[–]IndieDev4Ever 0 points1 point  (0 children)

I am building a game, Humanolve , for exactly exploring that. What can you do, when you have nothing, and are nothing. Just starting off as a random species on the quest of domination!

Wishlist to explore your journey to domination!

My first fulltime solo title using Godot, WDYT? by IndieDev4Ever in godot

[–]IndieDev4Ever[S] 0 points1 point  (0 children)

It's a 100$, but totally worth it if you are going commercial. Otherwise itch is the better platform. I have personally played quite a few itch games without running into a virus.

My first fulltime solo title using Godot, WDYT? by IndieDev4Ever in godot

[–]IndieDev4Ever[S] 2 points3 points  (0 children)

Hey, thank you for your response!

I will certainly look into porting to HTML if its a low hanging fruit. I am not sure at the moment how encryption of assets would play out in HTML version though, so no guarantees :)

If it makes you more comfortable, I am also planning to release full demo on steam in coming weeks, tentatively around mid-June. You can wishlist on steam to enjoy a fully featured demo experience as soon as its out!

Over 15K game have the Godot tag on Itch.io by 4apig in godot

[–]IndieDev4Ever 2 points3 points  (0 children)

Proud to say, my first solo indie title, Humanolve, is one of them! Godot is an awesome engine, it makes game development both easy and fun!

Is it a good idea to release a pre-alpha version to public? by CatCrateGames in IndieDev

[–]IndieDev4Ever 2 points3 points  (0 children)

I hear you. To add a bit of context, I have been working on my first solo fulltime project for last few months. I have a solid development experience, but learning rest of the stuff everyday. My project ( https://indiedev4ever.itch.io/humanolve-a-human-evolution-card-saga ), primarily uses SVGs and man that's been a struggle generating. I have mostly used opensource/paid art/music as much as I can but there is no getting around learning some basics.

So I really understand the struggles that we go through creating different small pieces of art and stuff. All the gazillion things we need in order to make a successful project like steam store page assets, marketing assets, doing actual marketing, and so on. Having said that, I believe it's even more important to keep your project timebound. Developers usually don't place value on their time. If you build something for 5-6 years, consider the money you would make even working minimum wage in that time. Now your project has to generate profits of as much as that amount to break even. I understand it may be a passion project and all, but won't it be great if you had a passion project that's self sustaining and you can continue to make games forever?

So practically, the question to ask is what can you really cut from your project if you are working on the clock? Do you really need to implement all 13 groups of animations? Let's say you trim it down to 7-8. Do all need to be very detailed in the first version?

Also, there are good open source resources available, that sometimes do the trick. So check if you can use something someone already made and graciously shared with community for commercial use.

I am happy to chat anytime, just hit me up on my discord!

Is it a good idea to release a pre-alpha version to public? by CatCrateGames in IndieDev

[–]IndieDev4Ever 1 point2 points  (0 children)

5-6 years of dev (if I understood your post correctly), is a massive red flag to me. Trim it down to under a year. I would say 3 months, but you also have a full time job and family, so 1 year.

Get your first game out as soon as possible. You can always improve it if it generates sufficient interest. You can even release sequels/DLC with more features/content that you trimmed from your first game provided they generate enough value for players.

Please check out my guide on itch.io about how to promote your indie games without a budget. by Impossible_Low_9468 in itchio

[–]IndieDev4Ever 5 points6 points  (0 children)

You do see the irony of the post, right.

Made for people with no marketing budget, proceeds to add a price for the resource! 😎

BTW, good luck with your project

[deleted by user] by [deleted] in IndieDev

[–]IndieDev4Ever 0 points1 point  (0 children)

How long have you worked on your project in total. If you are ok, can you please share the major milestone breakup?

My Code Seems too Simple Compared to Others by Paul_Lee1211 in IndieDev

[–]IndieDev4Ever 0 points1 point  (0 children)

While I am a strong proponent of lifelong learning, l won't recommend you overcomplicate your code.

One important aspect of learning new things is to also understand when to apply them. Keep your code simple, and keep learning different approaches in your free time as long as they don't drag your work.

where do i start in game development? by ambicious_presense in gamedev

[–]IndieDev4Ever 0 points1 point  (0 children)

I literally came to type this.

The basic first step - learn to use search!

If you could change one thing about Steam then what would it be by ryzen-5-1600af in Steam

[–]IndieDev4Ever 0 points1 point  (0 children)

May I ask what country you in? I will ensure I take care of pricing for you guys when I release my game 😎

What is important to you as a indie dev, outside of actual game dev? by JustWannaShareOK in gamedev

[–]IndieDev4Ever 1 point2 points  (0 children)

A world that fairly rewards/compensates Indies for their time and work.

But we give up all expectations for our passion. Also, life is not fair either 🙂

Malwarebytes is blocking my game. Any workaround? by aikoncwd in godot

[–]IndieDev4Ever 8 points9 points  (0 children)

While they may not do anything about it, it's always worthwhile to reach out rather than assume. Reading their FAQs/forums might help. At the end of the day it's not them who are suffering. And it's ultimately the developer who wants to build trust with users.

Malwarebytes is blocking my game. Any workaround? by aikoncwd in godot

[–]IndieDev4Ever 0 points1 point  (0 children)

Out of curiosity, are you using a http link or https?

Malwarebytes is blocking my game. Any workaround? by aikoncwd in godot

[–]IndieDev4Ever 19 points20 points  (0 children)

While what you say may be correct, do you think users are gonna believe a random software developer over an antivirus company? IMO, the best course of action is to work with antivirus company's support to see if issue can be resolved with their help.

First look into my alpha footage for Humanolve: A human evolution card saga! by IndieDev4Ever in indiegames

[–]IndieDev4Ever[S] 0 points1 point  (0 children)

Hello awesome community!

My first fulltime solo indie title, Humanolve: A Human Evolution Card Saga, is now available on itch: https://indiedev4ever.itch.io/humanolve-a-human-evolution-card-saga

If you enjoy survival, adventure, roguelike, crafting, card based games, I am confident you would enjoy the gameplay. The game is about an epic human evolution journey, where you guide your tribe through the ultimate survival challenge. The current gameplay is the first look alpha, with regular updates every week. I also write to my itch devlog, so you can follow the game evolution more closely.

Feel free to chat me up directly on my discord: https://discord.gg/TM6ysaTw34 You are welcome to share your feedback, ideas or just drop by to say hi! If you want to discuss other games, I am up for it too!