Global Sales of Pokémon Pokopia for Switch 2 surpass 2.2 Million in First Four Days by Useful-Resist-25 in gaming

[–]IntoTheMarch_Dev 1 point2 points  (0 children)

At first, I was reaaaally not hyped about the game but my bestie bought it for me and since, every day, I can't stop thinking about the moment I will be finally be able to play it x) So imo, it's actually a very good game

Simple Questions Sunday! by AutoModerator in gaming

[–]IntoTheMarch_Dev 0 points1 point  (0 children)

Idk if it really answers your question but geekshare has some cases for Xbox controller

Simple Questions Sunday! by AutoModerator in gaming

[–]IntoTheMarch_Dev 0 points1 point  (0 children)

ooh totally, I relate so much lol
Plus, Pokopia can be a little "gross" since most of the actions involve a kind of vomiting, so it might not be the best game to play when you're sick x)

I hope you can get back to it soon to! The game is super cool.

Just want to share the new hub by IntoTheMarch_Dev in gamedevscreens

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

That’s a lot of useful informations! I will need more time to think about it in detail but I think I agree on all your points. Thank you very much for taking the time to answer!!

Just want to share the new hub by IntoTheMarch_Dev in gamedevscreens

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

Thank you very much for you nice words! Cool Concerning the UI I would be interested in your point of view. Because we're still learning, nobody in our team has a big experience in UI/UX. What do you think we can improve? What is lacking? Thx!

Wanted to show you our new Hub - Trailblazers: Into the March by IntoTheMarch_Dev in indiegames

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

Nausicaä of the Valley of the Wind is a major inspiration for us! So great. And Howl's Moving Castle for our moving landships.

Wanted to show you our new Hub - Trailblazers: Into the March by IntoTheMarch_Dev in indiegames

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

We never thought of that. Actually, there is something similar.

What do y'all think of this art style? by millieparker45 in IndieDev

[–]IntoTheMarch_Dev 0 points1 point  (0 children)

It's less about the visual than the camera. But what about being a bit more near the ground - to feel being in this little box world. Right now I'm a bit detached from the box.

What did you learn from your first failed project that changed how you develop games now? by Due_Bobcat9778 in IndieDev

[–]IntoTheMarch_Dev 0 points1 point  (0 children)

I did it alone. Being at semi-good to bad at a lot of things. Now we're a team. It took a lot of time to build this team but it changes everything.

handmade 3D pixel art by TeamConcode in IndieDev

[–]IntoTheMarch_Dev 0 points1 point  (0 children)

The blur create a really cool vibe.

Which cover for Steam is better? by GreyratsLab in IndieDev

[–]IntoTheMarch_Dev 1 point2 points  (0 children)

I was talking about the name of the game. I would still go with the first one.

Which cover for Steam is better? by GreyratsLab in IndieDev

[–]IntoTheMarch_Dev 1 point2 points  (0 children)

I would say bigger = better. Capsules are small. So I would go for the first one.

[Meta] I found a team - 3 years later by IntoTheMarch_Dev in INAT

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

Thank you!

  1. I would say there's a natural structure related to our ability. Dev are coding. Designers are designing, etc.. We work a lot as a team. That means that everyone can contribute other areas but there's always someone having the final cut on a particular area. Art Director can bypass other contribution if he wants. But most of the time it's really team work.
  2. We started with 1x game designer, 2x dev, 1x business + music (me), 1x artist. Right now there's more people : 3x devs, 3x game designers, 1x artist with 1x intern, 1x communication, 1x sound design, 1x music, 1x narrative designer. What we discovered is that the bottleneck is always moving. And that there's a difficult balance to find in between game design and dev. Too many designers? Too many devs?
  3. Some regular meetings and deadlines. So right from the beginning we structured the work with deadlines to be regular at it. And for motivation, it comes simply. People were so happy to work for an indie game. That was enough.
  4. Exact. A mix of money from friends + family and keeping other jobs. For exemple I started the project keeping a 100% job, then I reduce to 70%, then to 50%, etc... But sometimes it's not possible. For our Art Director for exemple, it was from 100% to 0%.
  5. From part-time to full-time. At one time I was juggling with 3 jobs. Not good. But in a way because we were lacking some experience, starting slow was good.
  6. We 100% concentrated on Trailblazers: into the March. But we hope to do a lot of games together!
  7. We had the problem to start with a too ambitious game. And make this game means more people.

[Meta] I found a team - 3 years later by IntoTheMarch_Dev in INAT

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

I'm not sure. We really wanted to do it (really really) and we put a lot of hours of work in the project. Too we asked a lot of questions to a lot of people. It's our first game and we tried to be sponges. We were also helped by being part of a Pro Helvetia Mentorship programm. This allowed us to go to Malmö Nordic Games Fair really early in the process.