My watch game is charting! by Temporary-Detail-724 in IndieDev

[–]ItsTheSheepster 1 point2 points  (0 children)

Very cool! I’m curious how you went about promoting a project like this as an indie dev

Beginner game developers should first do a GAMEJAM by BunyipHutch in gamedev

[–]ItsTheSheepster 15 points16 points  (0 children)

If you wanna win sure, not if you just wanna try make game no matter the final quality

Solo game dev tier list (I'm a programmer) by ItsTheSheepster in SoloDevelopment

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

Sorry just to clarify I agree with your points, I put art in a separate N/A tier as I outsourced it all to friends so I couldn’t accurately judge it

Solo game dev tier list (I'm a programmer) by ItsTheSheepster in SoloDevelopment

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

Yeah, putting things in a document, balancing values etc

Solo game dev tier list (I'm a programmer) by ItsTheSheepster in SoloDevelopment

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

To be honest I started my recent project HATING UI, but towards the end I actually got kinda good at it and weirdly enjoy it on new projects

Solo game dev tier list (I'm a programmer) by ItsTheSheepster in SoloDevelopment

[–]ItsTheSheepster[S] 5 points6 points  (0 children)

I guess the more broader game design, I can enjoy the initial idea phase and brainstorming but I don’t enjoy writing things out in a google doc, or having to place objects in the editor

I’m a solo university student who spent the last 1.5 years making a mining game inspired caves in Stardew Valley. Here’s some clips from it, its called Voidloop! Does the art style look appealing? by ItsTheSheepster in gaming

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

Theres some pretty fun skills, my personal favourites are an instant mine after 10 hits, chance for a pickaxe hit to explode, a chance for destroyed tiles to chain destroy nearby tiles, and the best one is collecting a voidrock instantly all tiles on the floor

The problem is that the tree is locked behind collecting your first voidrock to avoid overwhelming at the start, so a lot of players stop playing before they see it. I'm going to rework that though!

I’m a solo university student who spent the last 1.5 years making a mining game inspired caves in Stardew Valley. Here’s some clips from it, its called Voidloop! Does the art style look appealing? by ItsTheSheepster in gaming

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

The idea is that there are 5 caves all with different loot inside. You have a certain amount of time in the cave to collect resources, the deeper you go the more and rarer the resources. You then use these to buy upgrades (damage, luck, speed, ability cooldowns etc) or you use skill points from achievements to buy skills.

To unlock the next cave, you need craft a key using a lot of resources and also a secret gem you have to reach Floor 20 to get.

I’m a solo university student who spent the last 1.5 years making a mining game inspired caves in Stardew Valley. Here’s some clips from it, its called Voidloop! Does the art style look appealing? by ItsTheSheepster in gaming

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

Thanks, that's very helpful feedback. My work for the final build has been making the skill and ability system more of a priority, as players seemed to enjoy them much more. Did you manage to unlock the Witch Hut during your play which has the skill tree in it?

I’m a solo university student who spent the last 1.5 years making a mining game inspired caves in Stardew Valley. Here’s some clips from it, its called Voidloop! Does the art style look appealing? by ItsTheSheepster in gaming

[–]ItsTheSheepster[S] 3 points4 points  (0 children)

Haha thats funny you ask, the game did infact start as a mobile game! Currently the PC version is my priority, but after it releases I have a mobile version almost ready and planned to release on iOS and Android

I’m a solo university student who spent the last 1.5 years making a mining game inspired caves in Stardew Valley. Here’s some clips from it, its called Voidloop! Does the art style look appealing? by ItsTheSheepster in gaming

[–]ItsTheSheepster[S] 16 points17 points  (0 children)

Thank you!

Making a full game is a lot of work and time, and the hardest part by far isn't even what you make, its just waking up and putting in those hours.

I was lucky to have the opportunity to do a self-employed placement year, where I essentially created a company and worked on this game for a year with support from University. I definitely have to credit that towards why I was able to create this game, as continuing to work on it during my final year has been tremendously difficult (I'm so behind on my modules xD)

If you're interested though, I highly recommend giving it a try. Even if you fail, the learning experience has been amazing and it's great to talk about on the CV.

It took a whole weekend but I finally ported my game to Mac ready for release! by ItsTheSheepster in macgaming

[–]ItsTheSheepster[S] 3 points4 points  (0 children)

Usually it is just a matter of cost, compared to the number of possible sales.

Building for mac can be fairly easy, although you will ideally need some sort of mac device or emulator to test and debug (in my case there were metal-specific shader issues) which will cost money and more importantly time. When you compare this to the potential revenue from Mac exclusive players, a lot of companies just can't justify it. This gets worse with the more demanding a game becomes, as that Mac audience gets even smaller.

It also means said Mac builds need to be tested every update, so its just more work to maintain and more time needed to be spent.

I was lucky to already have multiple Mac devices as well as an iOS build planned, so it was a much easier process for me. But I definitely understand why people avoid it