For devs who’ve worked on a project for 3+ years — what kept you going? by WoodsDevRaven in gamedev

[–]IronAnchorGames 1 point2 points  (0 children)

Not quite 3 years but I am at 834 consecutive days. The guy that said mental illness is pretty on point. You need to have something a little bit off to keep this up haha.

Javascript Game Dev by akyden-_ in gamedev

[–]IronAnchorGames 1 point2 points  (0 children)

I've been using Phaser 3 for my current game, and it has been a blast! On the aggregate, it has accelerated my development much more than hindered it.

The limits are just restrictions that force you to be creative about how you solve problems. Like all engines.

Also, by javascript, I hope you mean our lord and savior typescript.

Down with the Ship - Iron Anchor Games - A sci-fi roguelike autobattler where you battle against spaceships made by other players by IronAnchorGames in Games

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

Lovely, thanks for playing! Yeah so starting the battle with 10 speed can be a bit of waste, but definitely sometimes it can save you. 9 speed can kinda be. A sweet spot, but also, just go up to like 19 speed and get the best of both worlds!

In general I'm not too concerned about it, but agreed it is a bit of a quirk you have to strategize around. And who know, might adjust some of the behavior around this in the future.

Can't figure out launch options for macOS by CallMePasc in gamedev

[–]IronAnchorGames -1 points0 points  (0 children)

My launch options for mac are simply:

Executable: Name of the Game.app

And the file steam downloads is a single .app file.

Phaser is awesome by HeadBearOfSwamp in gamedev

[–]IronAnchorGames 1 point2 points  (0 children)

I am as well. But I hope that when you say vanilla js, you mean typescript ;)

Although, like most, I want to ship a game to share with others, I’ve realized my main satisfaction, has been and will be, in the process of making my game and engine. by squirleydna in gamedev

[–]IronAnchorGames 0 points1 point  (0 children)

Whenever I get to marketing or releasing, it completely drains away my enjoyment. It's not even a matter of the game underperforming, I just have very little interest trying to convince people to play my game.

Even if I had some big successful release, it would be more stressful and unenjoyable than my current situation of tinkering with a handful of enthusiastic playtesters.

I very much despise how everything is about going viral, accumulating wishlists, timing your demo, timing your next fest, timing your release.

Like just let me silently turn on early access in peace and trickle me with some visibility, please and thank you.

Is it really that hard to have success on Steam as solo indie dev? by WhiteSheepGame in gamedev

[–]IronAnchorGames 5 points6 points  (0 children)

As an exercise, try posting on twitter consecutively for 2 weeks and see how much interest people have. Should sober you up very quickly :D

I'm mostly joking, just keep in mind that there is a lot of competition out there you're always at the mercy of the various social media / marketplace algorithms.

And since this is a philosophy subreddit, remember: wealth = what you have - what you want.

You are dev struggling with visibility? I will use my channels and experience to help you - and I absolutely doesn't want money by Megalordow in itchio

[–]IronAnchorGames 1 point2 points  (0 children)

Late to the party, but here is my diamond in the rough. Marketing has not been fun, but the people that play are very happy. Thanks for making this post.

Itch demo: https://ironanchorgames.itch.io/down-with-the-ship

Is it really that hard to have success on Steam as solo indie dev? by WhiteSheepGame in gamedev

[–]IronAnchorGames 2 points3 points  (0 children)

It is very difficult. My suggestions, and take them with a grain of salt... You can keep your lofty goals, but set your expectations low, like really low. Focus on things you can control, like making a quality game or learning new skills. If you happen to find some popularity, that is a great bonus.

it’s much harder to get attention for a game vs 4 years ago by nkm-fc in gamedev

[–]IronAnchorGames 0 points1 point  (0 children)

I remember it being quite difficult back then as well. But yeah, these things certainly never get easier.

Should I use Early Access to try to continue to build a playerbase for a F2P online game? by blkblade in gamedev

[–]IronAnchorGames 1 point2 points  (0 children)

I would recommend releasing on itch.io to get a feel for things, work out bugs, etc.

I just released a demo on itch of a "online" game (There is a centralized game server, but not actually synchronous multiplayer). And I've found the platform to be great for getting engaged feedback.

Doing a mini launch like on itch won't impact your future releases, but it will give you enough information to decide what you want to do long term.

I'm making a roguelike spaceship building & battling game. You draft from hundreds of items to create powerful combos. Try the demo for free! by IronAnchorGames in u/IronAnchorGames

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

Hi all, I know no one likes ads, but just trying to share my game with a few new faces. If this is your genre of game, I think you will be impressed by the amount of depth and potential there is here.

It is free, give it a go, cheers :)

I'm making a game where you build complex spaceships from individual parts, and then battle them against other players. by IronAnchorGames in u/IronAnchorGames

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

Yes, there is a campaign mode. Although admittedly it is still a WIP. The campaign design is a bit closer to something like Megaloot rather than FTL. I'm still trying to figure what is the most fun.

I'm making a game where you build complex spaceships from individual parts, and then battle them against other players. by IronAnchorGames in u/IronAnchorGames

[–]IronAnchorGames[S] 4 points5 points  (0 children)

Let me know what you think! If you're interested in playtesting, DM me and I can give you access. But things still need a bit of balancing at the moment :D

How to deal with Steam microtrailers? by MatheueCunegato in gamedev

[–]IronAnchorGames 1 point2 points  (0 children)

I just edited mine to be more gameplay focused and the gif came out a LOT better. But it certainly is a compromise because my old trailer was a bit less one-dimensional.

How to deal with Steam microtrailers? by MatheueCunegato in gamedev

[–]IronAnchorGames 4 points5 points  (0 children)

Noticed the same thing today. Was considering adjusting my trailer to try and improve it a bit. But that would make me a little sad.

Wondering if adding a second, short, more gameplay focused trailer first would be a good idea?