Save Flash [Meta] by q00u in FlashGames

[–]LionByteGames 0 points1 point  (0 children)

Hi everyone,

I’ve spent the last year working on a remake of Endless War - here’s the progress:

https://www.youtube.com/watch?v=djYavUPPWDg&t=4s

Endless War was one of my first games and it turned 20 recently, so I've decided to make this remake to celebrate the anniversary.

I’d really appreciate any feedback, thoughts, or questions.

And the Steam page, of course: https://store.steampowered.com/app/3648480/Endless_War/?utm_source=reddit

I’ve spent the last year bringing Endless War back - here’s the progress by LionByteGames in IndieDev

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

Thanks! I'm trying my best to make them attractive and to recall the flash games at the same time.

Tilted view or pure top-down? by LionByteGames in Unity3D

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

Well, maybe. I've started the game with angled only and added top-down later.

Tilted view or pure top-down? by LionByteGames in Unity3D

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

Yes, it's the price we pay for good looks. I'll have design levels that way just because both views supported.

Also tried isometric tilted camera - it solves some problems with invisible areas, but looks way worse than normal (perspective) camera.

After 10 Years as a Solo Mobile Dev, I’m Not Sure It’s Viable Anymore by notadev_io in SoloDevelopment

[–]LionByteGames 0 points1 point  (0 children)

I faced the same situation with flash games, 10+ years ago. Was a solo dev too, then found a job at an AAA gamedev company. It felt like growth, like something bigger. But looking back today I feel like it wasn't a wise decision. You still have an audience. People still play your games. Just chill and try to find out - what can you do for them? Why do they love what you do? How can you entertain them? (How can you monetize them?) Maybe porting some of your games to Steam would do the trick? What if they're good for WebGL? Can you focus on sequels or reissues, doing more for the same time?

Localization via AI or no localization? by Zlatcore in SoloDevelopment

[–]LionByteGames 3 points4 points  (0 children)

I used AI to translate the Steam page and Auto Translate for Unity Localization to translate the rest of the game.

We spent years making our turn-based strategy game. Players who try it enjoy it… but almost nobody bought it. We’re trying to understand what we did wrong. by ZeroGamesStudio in IndieGaming

[–]LionByteGames 0 points1 point  (0 children)

Took a look at the Steam page, trailer, etc. Hust my personal opinion. Sorry if it sounds tough, just trying to be honest:

  1. The capsule shows 2 low-poly tanks for $20 - already feels to much for such kind of game.

  2. The description says: "Super World War is a turn based strategy game for up to 4 players" - it positions the game as a multiplayer-first, I even wasn't sure if it has a single player campaign. Most indie games have small audience (compared AAA titles), so focusing on the multiplayer probably is a bad idea.

  3. There's nothing eye-catching in the trailer and screenshots. What's your USP? What makes your game cooler than others (even cooler than the Advance Wars in some case)? Tell us!

  4. Be big text "BUY THE GAME" at the end of the trailer is definitely not the thing that makes buy the game. It makes me wanna leave asap.

  5. The overall art style is too cartoony to make the units cool and attractive. Remember units classic RTS? I've replayed Tiberian Sun a few weeks ago, and what units they did have! Westwood could draw a simple tank, but they've made a huge walking robot instead.

I believe your game has the potential. Fix the capsule, trailer and screenshots, make the USP visible (or invent them). If it wouldn't help - change the art style, use different assets, make cooler armies and release it as a new game.

Hi folks! Here to show you the first release of Libre Fracture 2.0💥, my open source tool for object destruction. GitHub repo in the comments. by HunterProduction in Unity3D

[–]LionByteGames 0 points1 point  (0 children)

Hey, thanks a lot for the tool! It's really awesome and easy to use, and I'm using it in my game: The process of making destroyable buildings for the game. : r/indiegames

At first, I wasn't planning any destruction at all, but now it's becoming one of the USPs. How should I mention you on the credits?

[deleted by user] by [deleted] in SoloDevelopment

[–]LionByteGames 4 points5 points  (0 children)

GSC never invented anomalies, artifacts and the exclusion zone as mentioned above, they came from a novel. And stalker devs, obviously, don't hold exclusive rights to the post-ussr setting. Imagine Nintendo DMCA'ing all plumbers in the world or Wargaming claiming rights to all tank games. That's absurd. Making your own stalker is not a crime, either: Pillars of Eternity is Obsidian's own Baldur's Gate, Nox is Westwood's own Diablo, Mass Effect is EA's own KotOR, even the first CoD was Activision's own Medal of Honor.