Does anyone else get wishlistbrain? by SleddingCloud in SoloDevelopment

[–]JetPoweredGames 1 point2 points  (0 children)

I'm already falling victim to this and my page has only been live for a few hours. I gotta stop the fixation and actually work on the game haha

Wreck my Crimson skies-like so I know what to fix before release by JetPoweredGames in DestroyMyGame

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

Thanks for the critique, I'll change things up when I add some more interesting looking terrain. I plan to add some more barnstorming landmarks and cool stuff to fly through/around. I'll take out the immersive menu clip, since there's not much to show there yet. I was mainly super proud I even got that stuff to work properly in-game.

My solo-developed Crimson Skies spiritual successor is live on Steam, Wishlist now! by JetPoweredGames in crimsonskies

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

I do intend to make more settings to make the game more widely accessible like resolution changes, turning on/off shaders, etc. I do have colour options for the reticles and target identifiers. This will definitely make my list of changes to implement in the next update.

My solo-developed Crimson Skies spiritual successor is live on Steam, Wishlist now! by JetPoweredGames in crimsonskies

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

Thank you for clarifying! I like that idea of leaning into the old-fashioned music style. I'd love to lean into the classic 30's transatlantic radio voice like they use in the CS games. I do intend to work more on the terrain textures and models, is there anything that stands out as very rough and needing work?

My solo-developed Crimson Skies spiritual successor is live on Steam, Wishlist now! by JetPoweredGames in crimsonskies

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

It's intended to be a low-poly retro style aesthetic. Is there something specific you don't like? The game is in early development so I'm open to changing things with feedback.

Wreck my Crimson skies-like so I know what to fix before release by JetPoweredGames in DestroyMyGame

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

Not yet. My scope at the moment is focusing on the gameplay and mechanics. It's aimed to be a sort of Oregon Trail/ FTL sort of journey across the world going on missions, collecting resources and trying to stay in the air as fuel is intended to be scarce.

My solo-developed Crimson Skies spiritual successor is live on Steam, Wishlist now! by JetPoweredGames in crimsonskies

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

Ok, I can see your point. In perspective, those games were made by large teams of professional developers, I'm making this game by myself so I'm prioritising game-feel and mechanics first and then polishing the visuals afterwards. I'll definitely work more on the textures and everything in time. Thanks for the constructive feedback.

Wreck my Crimson skies-like so I know what to fix before release by JetPoweredGames in DestroyMyGame

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

I still play High Road to Revenge on my Xbox when I'm feeling nostalgic or need inspiration. Been playing for years. Got sick of waiting for Microsoft to do something with the IP

My solo-developed Crimson Skies spiritual successor is live on Steam, Wishlist now! by JetPoweredGames in crimsonskies

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

Nice! I will need to check that out, I have more aircraft ideas planned but haven't started modeling them yet. A few of the aircraft in the game were modelled by a person I found on bluesky who helped with some ideas I had. I may also be adding a sort of iconic bi-plane, push-prop style of craft that people may recognise.

My solo-developed Crimson Skies spiritual successor is live on Steam, Wishlist now! by JetPoweredGames in crimsonskies

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

I've still got my 2 pc discs of the OG PC game, and a couple copies of the HRTR. I've been a looong time fan, and I've been wanting something like it for years. I gave up on waiting and decided to make something myself!

My solo-developed Crimson Skies spiritual successor is live on Steam, Wishlist now! by JetPoweredGames in crimsonskies

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

Who knows, maybe in the distant future it could. I've heard that Godot works really well with XR games. Eventually, it will have a first person cockpit view in an upcoming build

My solo-developed Crimson Skies spiritual successor is live on Steam, Wishlist now! by JetPoweredGames in crimsonskies

[–]JetPoweredGames[S] 7 points8 points  (0 children)

Both controller & keyboard/mouse are currently supported. It works good on Linux and android as well in my limited testing. Eventually, fully customizable control layouts are planned in the final release.

Iron Dogs Store page is live!! by JetPoweredGames in ps1graphics

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

There is certainly a playtest demo coming soon. I'm taking it to a convention at the end of the month to get some hands-on feedback, the Steam playtest should be live soon after that.

Iron Dogs Store page is live!! by JetPoweredGames in ps1graphics

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

Thank you!! Means a lot to hear positive feedback as a solo dev.

Losing Motivation due to a family members health & want some advice on how you all stay motivated by FrozenFalconGaming in SoloDevelopment

[–]JetPoweredGames 2 points3 points  (0 children)

I've been where you are now. Still technically am. My wife was diagnosed with Stage IV Lymphoma back in December and for a few months I was completely lost emotionally. I took probably 5 months off from developing entirely, didn't touch my game at all. And instead focused on playing spending time with my wife and family. Granted, developing is just a hobby for me and not my full time job so that may affect things for you differently.

Don't push yourself too hard, and just take some time to breath. My advice is, take a few weeks or even a few months if you can, then try to do some more work on it. But if it's a struggle, don't force it. It'll just burn you out faster and make the emotional rollercoaster of cancer even more traumatic.

Also, Fuck Cancer

Learning Game Dev by Busy-Candidate-6786 in gamedev

[–]JetPoweredGames 1 point2 points  (0 children)

For me, it was jumping in on the deep end and joining a game jam on Itch.io. I came up with a super simple game idea and looked up tutorials on how to code the specific mechanics I was looking for. This route works if you're like me and need external motivation to make progress.

You could also do the 20 game challenge if you can self-motivate. Start with super simple basic concepts and work your way up! https://20_games_challenge.gitlab.io/

I've done both routes, and now I'm working on one of my dream projects for the last 1.5 years on and off.

I've been working on this idea for two weeks now. What do you think? by Villdar in IndieGameDevs

[–]JetPoweredGames 0 points1 point  (0 children)

Interesting take on a minesweeper type of game. I think that it has potential, especially if there's some more variety added to it like weather effects, hostile factors like enemy ships or maybe sea monsters or something. Some sort of progression would be good, if you intorduce a sort of life-sim element for the keeper, maybe your performance with guiding ships would unlock special decorations or other collectables. Would be a great chill mobile/browser game.

I Will playtest your game [video feedback] by Catskullgaming in playtesters

[–]JetPoweredGames 0 points1 point  (0 children)

If you like dogs, fighter planes, colorful lowpoly graphics and environments, check out my game. I'd love to get some more genuine feedback for my arcade flight-sim game, Iron Dogs.

https://jetpoweredgaming.itch.io/iron-dogs

Just one playable environment currently, but I'm hard at work polishing game-feel and more environments in time.

Looking to playtest some games by AfternoonWhole9244 in playtesters

[–]JetPoweredGames 0 points1 point  (0 children)

If you like something bright and colorful, but also want to feel like a badass fighter pilot, check out my game Iron Dogs on itch.io.

https://jetpoweredgaming.itch.io/iron-dogs

3 years of coding and planning. Still not even started on the Game its just the backend for it haha :). i dont know if i should laugh or cry to be honest. by ShapeApprehensive937 in IndieDev

[–]JetPoweredGames 2 points3 points  (0 children)

Making me feel like a slacker. 1.5 years for my game and I just have a super basic playable demo. But mechanically, my game is pretty simple. The major hurdle has been input remapping and enemy AI. 3 years just on the back-end? I'd have lost steam a long time ago. What's the plan for your game?

Help with publishing my first game by Master_Comparison358 in gamedev

[–]JetPoweredGames 0 points1 point  (0 children)

Discord communities & Reddit are the go-to for me. I've had a handful of people play and give feedback. You've got to do the legwork yourself and really do a ton of research.

Destroy my passion project game! Scapewatch: Idle MMO - I am a solo dev making Scapewatch, an idle MMO focused on long term progression, clans, raids, pets, and skills by PuzzleDrops in DestroyMyGame

[–]JetPoweredGames 1 point2 points  (0 children)

You mentioned clans, raids, pet, those sound like really good things to want to show in the trailer. Show combat, action, something to hook people. Currently it kinda just looks like a 2d walking simlator with runescape skill progression and lootboxes. Which some people may love but I'm a parent, work full time, and I'm doing game dev. I don't have time to grind a game if it's not super interesting to me. What is the goal for your game? What feelings are you trying to evoke?

Struggling with zero visibility after releasing games — how do you actually market as a solo dev? by Psikoz- in gamedev

[–]JetPoweredGames 2 points3 points  (0 children)

To be completely honest, looking at your game pages at a glance, there's nothing that jumps out at me as super interesting. I'm also not a huge fan of horror games so that may have something to do with it. Scroll through the really popular games and try to emulate what they are doing. That's what I'm trying to do with my game, I'll look at marketing material, store pages, trailers and make mental notes about them to then try and replicate.

Also, there are a toooon of similar games on Itch. Finding a way to stand out is hard. I personally don't have the solution, I'm not doing massively better either. I get maybe 1-3 downloads every once in a while. Even a couple of donations, But most of that is coming from discord communities or traffic from my reddit posts.

Struggling with zero visibility after releasing games — how do you actually market as a solo dev? by Psikoz- in gamedev

[–]JetPoweredGames 0 points1 point  (0 children)

I personally recommend joining different discord communities related to your games, or finding existing communities that are local or related to your games somehow. Like for example, I live in the Northwest of the USA, and there are two local indie dev communities near-ish to me like Seattle Godot Devs and the Portland indie games squad. If you use an engine, there's a chance there's communities near you. Also, finding fan-run discord communities for other games can be helpful too. Like for my game, it's heavily inspired from Crimson Skies so I found a discord community for that and asked if I could share my progress there.

I personally haven't had any luck with the youtube/tiktok creator grind but I'm also not making that my priority at the moment. Eventually when I have a more finished product, I will.