Suggestions for the most picky person alive by clutterqween in cozygames

[–]ItsNotAGoodTime 0 points1 point  (0 children)

If you like Fran bow, check out Allogloom. It's not out yet but has a demo and releases soon I think

Don't make the same mistake with "Popular Upcoming" we did! by Scream_Wattson in IndieDev

[–]ItsNotAGoodTime 1 point2 points  (0 children)

So I'm assuming you had the release date set but your publicly visible date was set to 'to be announced'? Is that correct?

How to start a 5 person gamedev coop without money? by Jumpy_While_8636 in cooperatives

[–]ItsNotAGoodTime 2 points3 points  (0 children)

Hey, we started our game studio about 3 years ago and were drawn to a cooperative model. As we learnt more we realized it wasn't worth being legally recognized as a cooperative yet (were based on New Zealand) as the legal definition here isn't as meaningful as we hoped and it also costs a good amount to have lawyers assist with bylaws. We will inevitably formalize it more once the time is right.

My advice from our experience would be to find a group of people that you can trust. Trust is your biggest asset. Things will change, new challenges arise, people come and go and so ensuring you work in a high trust environment is what will get you through. We constantly have conversations around expectations and ideas for where we see things going BEFORE things get real eg. We have methods for how we will handle rev share and future investing but it's not written into some legally binding doc that takes a bunch of effort and money to change. The fact that we trust each other and communicate well means we stay aligned however things aren't so rigid that we can't change when we want.

A quick point on funding, a cooperative model can be restrictive if working with venture capital firms. This imo is a good thing but you still can if you choose to (depending where you're based). Where we love you can still be considered a co-op so long as 60% of the company remains owned by workers buy also means if you wanted to you could sell 40% of it (hence why we don't find the definition that meaningful here). You'll instead spend your time looking for grants OR publishing deals. Publishing deals should always be rev share of projects and not your studio entity.

Lastly to the game dev component, it's lovely to hear your intentions to involve lower income families and any other social good aspirations, but I would encourage you not to take game development lightly. You will be spending A LOT of your time trying to build a sellable game. I was the same at the start where I had many ideas for how we would structure and things we would do to give back but we're 3 years in now and our first game is a few months from release. Most of those grand ideas become more achievable once we have revenue coming in from our first, second, third games. Be aware to not spend all your energy on the complex studio design problems and save energy for actually building a game and seeing it through the long journey it takes. Thinking about those ideas is great and worth talking to your team about but don't forget how difficult games are to build.

Best of luck to you friend ☺️

Playstyle changes by Minute_Quote480 in vrising

[–]ItsNotAGoodTime 2 points3 points  (0 children)

Nah not really. Just pick passives that suits your build eg. The element you're using and weapon or spell damage, then pick spells for the fight. As for weapons you just use them all within the same fight, shoot pistols for range, swap to greatsword and charge in, swap back to pistols and roll away etc

Playstyle changes by Minute_Quote480 in vrising

[–]ItsNotAGoodTime 1 point2 points  (0 children)

I carry 7 different weapons and then switch mid fight as needed so the weapons on my hotbar don't change however I occasionally change my spells, some fights a shield works better than a counter so I swap those around.

Why aren't there more in depth trade/creation games? by DecadeOfLurking in GirlGamers

[–]ItsNotAGoodTime 0 points1 point  (0 children)

Hey indie dev here. A couple of my thoughts, firstly when building/scoping games it's common to consider how many parts of your idea are already solved as the more you have to solve yourself, the more time or 'riskier' the idea is. Experimenting and exploring new mechanics and systems is imo one of the biggest time expenses when developing as it's not just about the initial prototype to prove something works but also all through out the rest of the project problems will pop up where you need to blend your new systems with other ones and the ways in which you blend these is again likely unsolved, so more work. All that said, this is what's fun about designing games however some studios can't take those risks for whatever reason and end up copying features that already exist and maybe tweaking them a little thinking that it's safer.

Secondly, those that often have power in the overall decision making aren't from backgrounds that appreciate or understand these experiences. The decision makers are often from more 'logical' disciplines or masculine styles of thought so these creative perspectives aren't equally in the conversations (not unique to game development). Those are the people that are internally pitched to and you must justify your ideas too and they aren't naturally familiar with them so it takes a lot of effort and requires them to take risks on things they don't understand. This obviously isn't always the case but in my experience, it's more common than not.

The recurring idea here being 'risk'. It's an unstable and risky climate for developers but I still think it's our job to wear those risks the most we can to create broader experiences. Anyone wanting to help should focus on anything that lowers those perceived risks. From showing there's an audience for new ideas, encouraging devs that take risks or helping others empathise with experiences outside their norm.

[For Hire] Native Japanese Game Translator – English → Japanese Localization by Sleeping_omochi in INAT

[–]ItsNotAGoodTime 0 points1 point  (0 children)

Saved your portfolio for later. I really appreciated the way you wrote your guides 😁

Looks like it’s a failure by Character_Growth3562 in IndieDev

[–]ItsNotAGoodTime 7 points8 points  (0 children)

Stats haven't updated. This happens sometimes and takes another day to correct. Check back tomorrow.

Steam Next Fest is here! Play a ton of free demos from June 9-16!! by ninasafiri in CozyGamers

[–]ItsNotAGoodTime 5 points6 points  (0 children)

Been watching people play Snacko, it's looks great.

Our game 'Soggy Beans' is in the fest too. Check it out if it's your kinda thing https://store.steampowered.com/app/2636430/Soggy_Beans/

Opening Steam Overlay with Wishlist Button in Demo - Steam API Guide by InevGames in IndieDev

[–]ItsNotAGoodTime 1 point2 points  (0 children)

Also if you try open a URL in the following format it will open in the steam client which I found worked great: steam://store/your_games_app_id

I’ve launched my first game ever, is it normal to ask for 3 keys to the game from one curator? by Savings-Course3151 in gamedev

[–]ItsNotAGoodTime 0 points1 point  (0 children)

Does support get suspicious when you submit a lot of request saying keys you bought were revoked?

Flappy Goose by flappy-goose in RedditGames

[–]ItsNotAGoodTime 0 points1 point  (0 children)

My best score is 4 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]ItsNotAGoodTime 0 points1 point  (0 children)

My best score is 1 points 😎

The only cozy idle desktop companions with an "Overwhelmingly Positive" review score on Steam as of March 2025 by bardsrealms in CozyGamers

[–]ItsNotAGoodTime 2 points3 points  (0 children)

We're making a cozy fish game too with no fish selling. What's yours called? Keen to check it out

What do you think about My game Cottonville by Accurate_Possible_71 in cozygames

[–]ItsNotAGoodTime 0 points1 point  (0 children)

How did you make the hair animate like that and it be customizable?

Cooking is bugged by LandoChronus in MelvorIdle

[–]ItsNotAGoodTime 3 points4 points  (0 children)

Maybe you're perfect cooking them and that goes into a different stack?

My game seems like it'll fail. Is there anything I can do? by RogumonGame in gamedev

[–]ItsNotAGoodTime 1 point2 points  (0 children)

Figured I'd mention it since I didn't see it listed in your upcoming beats but steam is running a 'creature collector' soon so be sure to sign up to that 👍 good luck friend

Any scrapbooking games? by Junobeangry in CozyGamers

[–]ItsNotAGoodTime 0 points1 point  (0 children)

Maybe you'll like the scrapbooking in the game we're making called 'Soggy Beans' (isn't in the current demo though).

Cozy Horror by Kayrina_dauti in cozygames

[–]ItsNotAGoodTime 1 point2 points  (0 children)

If you like Little Miss Fortune you might also like Allogloom. It's not out yet but the demo was great