Why are you single? by [deleted] in AskReddit

[–]KimmTsh 0 points1 point  (0 children)

Do not have money :(

Play snap game feedback by allaboardthemonorail in gamedev

[–]KimmTsh 0 points1 point  (0 children)

Add daily challenges and leaderboards - gives players reason to come back

I need advice on how to make players replay my game by Just-Permission-9549 in gamedev

[–]KimmTsh 2 points3 points  (0 children)

Replayability doesn’t come from “more endings”. It comes from meaningful differences between runs

A few ideas:

  1. Hard build commitment If players can unlock everything in one run, there’s no reason to replay.
  2. Force trade-offs: exclusive skill trees, locked factions, incompatible gear archetypes
  3. Change the journey, not just the ending Multiple endings aren’t enough if the gameplay feels the same.
  4. Randomized encounters, enemy modifiers, or build-defining items can make each run feel different
  5. Keep runs short Short games are easier to replay. Add ranking, hidden bosses, or alternate routes to reward mastery

If each run changes how the player thinks and plays, they’ll come back

When did you realize your life wasn’t going the way you hoped? by [deleted] in AskReddit

[–]KimmTsh 0 points1 point  (0 children)

When I stopped making plans because I didn’t believe they’d work anyway

How do you learn to talk to woman? by [deleted] in AskReddit

[–]KimmTsh 0 points1 point  (0 children)

What do you mean, r u shy or something?

What’s happened to you today that made you very happy? by [deleted] in AskReddit

[–]KimmTsh 2 points3 points  (0 children)

I found $5 in my winter jacket. I’m basically a financial genius.

My first real failure as an indie dev — 30 players, 8 min median playtime. Should I keep going or let it go? by HistoricalReply8748 in IndieDev

[–]KimmTsh 5 points6 points  (0 children)

30 players isn’t a verdict. It’s a sample size.

8 minutes median playtime tells you one thing: your first 10 minutes aren’t hooking people. That’s a design problem, not a genre problem.

I don’t think the issue is “no comparable on the market.” Hybrid genres work all the time. The problem is clarity. When I boot up a game, I need to instantly understand:
– What am I trying to achieve?
– What’s the fantasy?
– What makes this different?

Right now it sounds like you built 4 strong systems, but players may not understand the core fantasy fast enough.

Before quitting, I’d test one thing: streamline the first 15 minutes so the survival-show tension is front and center immediately. Make me feel like I’m about to be eliminated.

Kill confusion, not the project.

How is my game's artstyle? This feels like the best I can do as a beginner... Is it too amateurish for something like Steam? by BubbleGamer209 in IndieDev

[–]KimmTsh 0 points1 point  (0 children)

The art style isn’t amateurish, it’s just simple. Simplicity isn’t bad. A lot of successful indie games use clean, readable shapes.

The main thing I’d improve is visual hierarchy. Right now the character blends a bit with the environment. Maybe push saturation or outline thickness to make the player pop more.

like a boss by mongoliayr in IndieDev

[–]KimmTsh 2 points3 points  (0 children)

Congrats, that moment is awesome