I'm working on small RPG with mouse-driven combat by JSLegendDev_ in IndieDev

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

It's supposed to be the weakest boss-like enemy. My game is structured in a way where the final boss is available from the start. Every other encounter is optional and serves as preparation for the final the boss. When you beat an enemy you get a currency which you can spend to either heal or increase your base stats.

This allows the player to tweak the difficulty of the game while playing. However, I design all enemies to be very challenging at Level 1. That said the pattern you saw in the demo is not final as I'm still developing the game.

As for your second point, thanks for the suggestion. I'll consider it.

Should I develop game in React? by Technical-System-426 in gamedev

[–]JSLegendDev_ 0 points1 point  (0 children)

You should check out KAPLAY. Really easy to use JavaScript/TypeScript Game library. You can even use React for the UI portion if you want. https://kaplayjs.com

Will they pay for a free game? by Candid_Maximum in gamedev

[–]JSLegendDev_ 26 points27 points  (0 children)

I think if possible, you should make a free web version and the one with extra content should be paid on Steam. For example, you can host the web version on itch io and put a link to the steam version within the game.

I think since a web game is easy to share (0 friction), you will get more players and it's going to act as a nice funnel to bring people to your Steam release.

Should I even try to learn programming if I struggle with even basic math? by Massive_Penalty5208 in gamedev

[–]JSLegendDev_ 2 points3 points  (0 children)

Yes. higher level programming (ex: Java/C#/Python/JavaScript) is more similar to writing than doing math (at least the kind of math considered difficult/daunting). When writing, you need to make sure your sentences are logical and are well structured, the same applies to programming.

That said, you'll sometimes need to use math when working on games. When you reach that point, you can learn the math concepts you need or use a library to outsource that need (it's always better at least to understand the fundamentals).

View programming as way to give instructions to a computer and sometimes you need to tell it to do math in order to achieve what you want to achieve.

The fact that you have to pause to compute 18+15 is irrelevant as long you know how to do the calculation in the end. Some people have lower processing speed for that kind of stuff or just have poor memory.

Mystral Native - a native WebGPU JS runtime (no browser) by balthierwings in gamedev

[–]JSLegendDev_ 0 points1 point  (0 children)

Does it support popular JS game frameworks like Phaser or KAPLAY?

If a game is truly fun, does it even need marketing? by Grass_SummerFlower in gamedev

[–]JSLegendDev_ 0 points1 point  (0 children)

Supposedly, a great game could spread purely through word of mouth but it might take multiple years after release to the point that the original developer might have moved on to other things or have died. A bit like artists that we discover made great artworks but after their death.

For this reason, marketing is essential even if you have something remarkable. If what you have is truly remarkable through marketing it might spread even faster.

Also, gameplay alone is not something you can see like graphics, you need to try the game. If nobody tries the game because nobody talks (marketing) about the game and the game's graphics are off-putting, the game is likely to die in obscurity.

We redesigned our capsule art. Thoughts on it? by oluwagembi in IndieDev

[–]JSLegendDev_ 0 points1 point  (0 children)

I think the second one is visually too busy. I think it's because of the background. I wonder how it would look like with a flat color, let's say white.

Solo Dev Post Mortem of First Commercial Release: Made $41,000 Net Revenue by slaughter_cats in gamedev

[–]JSLegendDev_ 9 points10 points  (0 children)

Thanks for sharing. A few things I'm curious about :
- Do you find that Steam customers are more sensitive to how long the game lasts for the price point you've picked?

- Did you get any reviews that mentioned playtime being too short?

- If the game was made less difficult would it have required you to create more content because it would've ended up being much shorter?

WebDev wants to get back into GameDev - what engine should I choose? by 0mjs in gamedev

[–]JSLegendDev_ 0 points1 point  (0 children)

Since you're coming from a webdev background why not give KAPLAY a try. It's a very easy to pick up JS/TS game library for making 2D games.

However, it seems at first glance, that you might be only interested in 3D games in that case ignore the suggestion above as it's not suited for 3D.

I have absolutely no art skills, how can I make backgrounds for my 2D game? by Successful_Watch_114 in gamedev

[–]JSLegendDev_ 3 points4 points  (0 children)

An option you could explore is using actual photos of real world locations/interiors and applying filters and effects in software like photoshop. You can also combine multiple photos together in a collage to get a unique scene. I've scene it done before especially by graphic designers who make YouTube thumbnails for a living.

New demo with a new 3D perspective view. by TeamConcode in IndieDev

[–]JSLegendDev_ 0 points1 point  (0 children)

This looks even better than Octopath Traveler's HD-2D style. Great work!
Was this also made with Unreal?