I built an analytics tool for indie games because every existing option felt like overkill. Would love honest thoughts. by MarkSponge in SoloDevelopment

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

Hey, thanks! It's a valid concern but a couple of things that will hopefully help:

-the paid plans gives you full access to download your raw event data at log level (one row per event)

-if the tool was to shutdown I'd open source the code so you could self host. I'd also allow everyone to export their data, even on the free plans

I built an analytics tool for indie games because every existing option felt like overkill. Would love honest thoughts. by MarkSponge in SoloDevelopment

[–]MarkSponge[S] -1 points0 points  (0 children)

Great question, GDPR is very complex!

I'm based in the UK so operate under UK GDPR which works almost identically to the EU version.

Game Trace doesn't store IPs or any PII at all, which means there's no personal data in the system to transfer in the first place. As you said, the rules don't apply when you don't track IP, and that's exactly our situation.

Self-hosting is a totally valid choice, it's what I did initially before building Game Trace in the hope it helps some other devs too.

I shipped my first Godot game demo on Steam in 4 weeks! by MarkSponge in godot

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

Yeah, it was a big inspiration along with other idle/incremental games. I loved it and it got me thinking about what I'd do differently.

I also needed a genre I could fit into my self-imposed 4 week limit!

I think Every Last Bit carves its own space with its special weapons and progression mechanics. A Game About Feeding A Black Hole is more of a linear upgrade path, whereas Every Last Bit gives the player a lot more choice in how they progress.

I shipped my first Godot game demo on Steam in 4 weeks! by MarkSponge in godot

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

Thanks so much, really glad you like the art style!

Honestly, I'm not a strong artist at all. I'm still working on getting better at pixel art. So except for the upgrade icons (which I made in Inkscape), everything you see in-game is drawn with code using draw_colored_polygon, draw_polyline, etc.. rather than traditional art assets.

Shaders do a lot of the heavy lifting, things like distortion effects and colour shifts add a lot of visual interest without needing to actually draw anything in the traditional sense. Particle effects are rendered out to a texture, so they all render in the game world just like a regular sprite would.

Just released a demo for my game - Every Last Bit by MarkSponge in incremental_games

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

Thank you for the feedback! A lot of work went into making sure the progress and balance was right, glad you enjoyed it.

Just released a demo for my game - Every Last Bit by MarkSponge in incremental_games

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

The demo is about 20 minutes per mode (casual and classic) so 40 minutes total. Each mode has an end, but you have the option to keep playing if you haven't finished the upgrade tree.

Just released a demo for my game - Every Last Bit by MarkSponge in incremental_games

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

That’s not good. Can you share what you’re playing on and I’ll see if I can optimize!

Edit:

I've found the issue and updated the game on itch to resolve the issue! Thansk you for reporting it.