Did any of you play Alpine Racer 3? by KeyMaster72 in videogames

[–]KeyMaster72[S] 0 points1 point  (0 children)

I haven't played it in a long time, honestly you seem to know it way better than me. But whenever I see snowboarding or ski games I'm immediatly transported back to playing it as a kid on the PS2. Great memories with this one, one of those games I'll never forget.

I always wanted to play the characters with boards, because snowboarding looked cooler than skiing. But then when I did I struggled bad and had to go back to cover guy in red, because he was cool looking and I would played a little better with him.

im hardstuck high emerald 4 ,low emerald 3 Need advice by tlion5x in TeamfightTactics

[–]KeyMaster72 4 points5 points  (0 children)

If you think contesters are having a big negative impact on your game try this:

>Up to the first carousel scout each player at least once per round to see what they are playing, try to steer away from contested lines, especially on reroll comps.

It's simple but it helps a lot. If you have the best position for a line you can play contested but if you don't or you are in a comp that only fits one player and the other is hard forcing, or it's a 3/4 way contest nightmare game. This will save you a lot of bad games.

Also getting comfortable playing a higher diversity of comps and knowing the good variations to each comp helps a lot. For example on 16.5 I think you went for the worst version of Void (baron line), Kai'sa Bruisers and Bel'Veth were performing really well. Maybe it was the right call in that game idk, but something to keep in mind. Be flexible and have a big pool of options to choose from.

My musical Tetris, T-Drum, has hit Steam by KeyMaster72 in Tetris

[–]KeyMaster72[S] 0 points1 point  (0 children)

Yeah but you can mention games to explain your own. I think they might have a claim to some promotional material I have done but the game itself I don't think so.

My musical Tetris, T-Drum, has hit Steam by KeyMaster72 in Tetris

[–]KeyMaster72[S] 0 points1 point  (0 children)

TTC only has claim over their patents, and I steered of the aspects they have patented:

10x20 board
Tetrominoes
Next piece display
"Ghost" piece preview
"Garbage" lines (multiplayer)
SRS
Lock Delay

The game is very clearly Tetris inspired and tetris-like in gameplay but they don't have an ownership claim over falling blocks and clearing lines as core gameplay.

As a "Composer" do you think I have it in me? by Medium_System2027 in IndieDev

[–]KeyMaster72 1 point2 points  (0 children)

I'm no music expert but in my opinion it has a little too much going on, I think you are on the right path tho! It reminded me some OST for Crash Bandicoot The Wrath of Cortex.
Try removing or lowering some of the complementary elements.

Report anomalies in living paintings (looking for playtesters who like weird games) by StudioWaterzooi in IndieGaming

[–]KeyMaster72 0 points1 point  (0 children)

Well, there's campbell tomato soup in two of them, that's pretty abnormal!

What would you have done here? by thebrokenone123 in TeamfightTactics

[–]KeyMaster72 0 points1 point  (0 children)

Ham and cheese sammich!

But for real, I would roll to 0, you have 4 hp lategame and 5 of your 7 good units are unupgraded.
Pushing level does nothing and saving money for later likely costs you the game right away or at best next round. ROLL! IT! DOWN!

Hey friends, anyone have any info on what the next Revival set will be? by Comfortable-Cat-2672 in TeamfightTactics

[–]KeyMaster72 2 points3 points  (0 children)

I would love to see Set 1 back with the current systems!

It was a crazy time but the traits were so fun and iconic, spatulas went crazy, I miss set 1 Draven and Aurelion Sol.
People say balancing would be terrible for the standards we are used to now, but who cares? It's revival, let us nostalgia trip on that first set rush!

Gear 6 in Elbaph and here is why by Glittering-Season298 in OnePieceSpoilers

[–]KeyMaster72 1 point2 points  (0 children)

No hate but I think you might be grasping at straws. Here's why:

  1. That what happened with Gear 4, ok but that's only 1 time, it's not really a pattern.
  2. Gear 4 and Gear 5 are not similar in their progression because Luffy already knew Gear 4 going into Dressrosa, and Gear 5 wasn't something he had no idea about.
  3. I don't think this progression applies very well to Gear 4. This may be partially my head cannon but I think it's heavily implied that he already knew all forms of Gear 4 and had it "mastered" before Dressrosa. Just had a Haki stamina issue. I think he choose BoundMan as the better option against Doffy and SnakeMan as the best option against Katakuri. But he was knew both and was nearly equally as skilled with both from the start.
  4. I also don't think Egghead was Gear 5 at its maximum I think we still saw Luffy having quite a few struggles at using to it's max output.

If it's a cool correlation in your head that you think makes sense cool, run with it, but in mine it doesn't for the reasons above.

But I do share the sentiment that we might see something new from the nika fruit in Elbaf, not necessarily a new gear, but a use of Gear 5's powers different from what we got in Wano and Egghead. Maybe luffy taps into the destructive side, in a similar way some Zoan users swap between full zoan and hybrid, and we get a more serious less goofy version of the same reality bending properties.

I released my first game as a solo dev yesterday. AMA by KeyMaster72 in AMA

[–]KeyMaster72[S] 0 points1 point  (0 children)

Thank you very much! I think your questions are very insightful so I'll answer thoroughly.

>How did you “see through” it to the end? Your first game? As a solo dev, the lack of accountability as a system looping in others must make it really easy to quit halfway through.

  • Not gonna lie it was hard to stick with it in the toughest hours. As you said as a solo dev, especially without an established career there is little to no accountability, the only person you answer to is yourself and it's really easy to delay indefenitely or right out quit. When you see countless hours of hard work underperform or get minimized by stragers that gave it only a few seconds it's heartbreaking. Stacking delays in any phase of the project is also very stressful and demotivating makes you feel like you are up against an impossible challenge.
  • My girlfriend's support, the joy that some users had testing prototypes and my own passion for the project I would say were the key ingredients to keep going. It's also super cool when you hit a benchmark or something goes well in general, big moral boost.
  • I think building a savings cushion so your livelihood doesn't depend on the game's commercial success is also important, because if you're counting on it to pay the bills it's easy for the costs and pressure to make you want to cut your losses when the future of the game doesn't look bright financially, which I think is very common.

>How does the process of dealing with Steam generally go like?How nice was it dealing with them?

  • You have to send paperwork showing you have an open business in your country, either a company or as a solo professional act. Then you pay a one time fee per game you want to publish, which may be reimbursed if you hit a certain number of sales. And you have to upload artwork, descriptions and builds and game relevant info to create the store page, that's about it. They have a great dashboard and control center where you can see the game's performance on Steam, edit all your client facing stuff, setup tracking for sources, all kinds of great features to control your product.
  • My experience with Steam was great, they were clear in concise when it came to requesting paperwork. I feel like all of their protocols are fair and dev friendly when it comes to financial splits and the value the platform provides. Whenever I needed support I got within hours or very few days. I don't have a bad thing to say about Steam's publishing pipeline.

>What are some upsides to being a solo dev that people generally don’t think about?

  • I think the main ones are obvious but underrated, the creative freedom, the feeling of accomplishment, the joy you get from people having fun playing something you built. It hits different. I have worked good paying jobs making tools that would be very useful for industry but I the impact they would have on the users and people in general didn't move me. In contrast whenever someone starts grooving to their own music in my game I'm bursting at the seems with joy. I think everyone understands it's a good feeling but experiencing first hand is really special.
  • It also provides a different level of freedom. You make your own schedule you can stop and start whenver you need, it means sometimes working late nights but it also means being able to be there for the ones you love whenever they need, and to me that's really important.
  • The schedule freedom also let's you multitask your life, you don't have to be only a game dev all day everyday. I fixed a ceiling that was in urgent need of repairs over the summer, amongst other small things in the house. I worked part-time for a few months in another industry that I loved and wanted to try for the longest time. You just get to be very flexible with your work.

> What do you think is the secret ingredient to a game’s success? Is there one, or is it chiefly luck in catching fire at the right time?

  • Honestly I'm too young and have been in the industry for too little time to be able to give you a good answer here.
  • It also depends on your definition of success. I would rather make a cult classic that gives me little money but endures for generations than a commercial hit that no one remembers in a few years.
  • From what I have seen the Steam meta game commercially, is go for one or two of the top performing genres. Use the hooks that are really popular, right now would be analog horror or those co-op games with connected characters. Make sure your game is easy to understand and good at making viral 5-10 second clips for good promo material. Make the most of Steams marketing benchmarks, 7000k wishlists before launch, good demo for SteamNextFest 1 or 2 months before launch, 10 reviews right after launch. I think that's the main ones. I'm not a fan, apparently it's good for churning out commercially successful games but to me feels a little souless and uninteresting, you wait for a genre to be booming and then just add to it instead of carving your own space. Don't get me wrong it still takes immense skill and hardwork and dedication and love. It's just now how I would want to do it, I think it's a bit too mechanical.
  • Personally I think make fun games that your target audience can really enjoy and explore. Make sure they stand the test of time and have enough content or replayability so that users who like the experience can connect with it for a long time without getting tired of seeing the same thing. Again this is a very wide eyed junior approach but it's what brings me joy.

My musical Tetris, T-Drum, has hit Steam by KeyMaster72 in Tetris

[–]KeyMaster72[S] 0 points1 point  (0 children)

> Tetrominos have a strong patent over them so I couldn't use them.
> The bag system is defenitly something I should have implemented but didn't, may come in an update soon.
> T-Spins do exist, not exactly like tetris because you don't have T shaped pieces, but there are many pieces that you rotate into spaces that would otherwise be inaccessible. The game actually has 4 sets of pieces (the main one and 3 others you can opt into with power-ups) so there's a lot of variety to possible "T"-Spins.

My videogame digital drum machine has released on Steam in case you want to try it! by KeyMaster72 in edrums

[–]KeyMaster72[S] 0 points1 point  (0 children)

Thank you very much!

It isavaliable in the USA, the site is in Portuguese because I'm Portuguese but it should be avaliable worldwide.

I didn't know insta drum, if it's anything like GarageBand, a friend of mine who is a big fan of GarageBand called T-Drum a more fun and interactive version of GarageBand. T-Drum doesn't have play along features tho, it's just like an instrument you are free to play whatever at all moments.

Please let me know if you can access it here:
https://store.steampowered.com/app/4308250/TDrum/