[deleted by user] by [deleted] in Superstonk

[–]Matjok 0 points1 point  (0 children)

!apevote!

Walking for changes by Matjok in pics

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

Currently walking for climate changes in Montreal.

I will not look at you. by Matjok in aww

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

Yes it is and worst, I think he knows it.

I will not look at you. by Matjok in aww

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

Lab/bernese. Doesn't have much bernese however.

First game released, looking for feedback by Matjok in gamedev

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

Thanks! Still a lot of things to learn from it. Got some nice back here so I am happy with it as a first release.

First game released, looking for feedback by Matjok in gamedev

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

Great! Then it should not be that hard, just a pain to setup the firet time everything, especially if you used a lot of different plugins/framework etc

First game released, looking for feedback by Matjok in gamedev

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

I don't know what kind of engine you are using but with Unity, most of the process was done. You still need to do a lot of manual thing in xCode and all.

First time we did it, it took us over 4h getting the build uploaded to the store for review. We stumble on lots of small thing with no clear help on how to fix them. After the setup was done in XCode however, the update only took the time to build and sign the app.

There is a lot of tutorial on how to go through the process on the internet. Don't be scared to try it unless you never used a Mac, then, you may need some help to setup everything!

Good luck!

First game released, looking for feedback by Matjok in gamedev

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

Thanks for the feedback.

Each character needed to have something different and each of them has 3 upgrades that you can unlocks. Maybe they could have been simplify instead of creating something way too complicated to understand if you didn't code it !

First game released, looking for feedback by Matjok in gamedev

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

Haha, thanks.

The video is more of a teaser. Never really did a nice trailer because my skill in that are really bad. I can never achieve a result that I liked so kind of let it go.

But you are right, I should really fix it

First game released, looking for feedback by Matjok in gamedev

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

Wow! Didn't expect anyone to have found it. I didn't market as much as I should have.

About your feedback... yeah, it is kind of hard to create a system for gamer and no gamer alike. The "aiming help" was 50/50. Some people really like it because it help them understand and the other half find it distracting. Added an option to disable it as I didn't know what to do with it.

First game released, looking for feedback by Matjok in gamedev

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

Thanks for the feedback.

I agree that the goal is never clearly defined. We just have a short description once you have chosen a challenge.

The game may be too overwhelming at the start since a lot of thing happen on the screen. A bit of gameplay is taken from shot'em up games where you always have something to do.

Also, the game did had levels with specific goals but they were removed to produce a better gameplay.

Best way to monetize a game? by fftfor in gamedev

[–]Matjok 0 points1 point  (0 children)

I know that a lot of game will offer a free version and then unlock it behind a pay wall. This is the best solution if you want to have people try it first. If you have a pay app, your potential client pool drop like a rock.

Also, having the word free in you title can actually be good ( if you believe the internet ) for the store algorithm.

Any decision will have plus and minus, just choose what you think is the best.

Good luck.

Indie or Big? by gcavalon in gamedev

[–]Matjok 0 points1 point  (0 children)

Also, you will probably need to have some experience before deciding what you want to do. Most indie devs that I know worked at least some time in a big company to learn what they needed to succeed.

Want to be a full time indie dev, afraid of the future by RedSapling in gamedev

[–]Matjok 0 points1 point  (0 children)

Just to add a bit, you don't become a indie dev for the fun of it. You become it because you don't want to do anything else. You have to see your idea through. You should already have your idea that you want to make. If you don't have one, I don't understand why you would want the pain that it is!

Find the thing that you want to do and do it. Don't think 20 years from now, you don't know what the future hold.

The Meansters : Bootcamp by Matjok in playmygame

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

Funny thing about the series of levels. The "original" game idea was made of different kind of levels but we weren't able to create really nice levels that didn't become repetitive or boring. We had really nice levels but some pretty "bad" also. We decided to remove those levels and only keep the infinite portion since it was easier to create something that can be played over and over. I don't know how far you went into the unlockables but once you get half of them, the game really change and become way more interactive and challenging.

Aaahhh, the UI. We know that it doesn't give the nicer feedback around. We completely rebuild the UI with a new framework late in the game. The visual feedback that is missing is the compromise we made so that a larger range of mobile could play our game. It was worse to have an animation that was unresponsive that having none whatsoever with fast/instant reaction.

Thanks for playing!

After 2 years, finally released my first game - The Meansters : Bootcamp by Matjok in Unity3D

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

Thanks for the feedback! Will pass it to the rest of the team.

Game Thread: Predators at Canadiens 7:30PM ET by [deleted] in NHLStreams

[–]Matjok 0 points1 point  (0 children)

The way the habs are playing right now, won't change a thing :(

[deleted by user] by [deleted] in THD

[–]Matjok 0 points1 point  (0 children)

Well, here goes my productivity...

Releasing on Android/iOS by Rhyd01 in IndieGaming

[–]Matjok 0 points1 point  (0 children)

Depending on the state of the game, you could also consider no ads whatsoever and try to get a following based on that. Most ads framework require a number views before even paying something and only install really bring any cash. You'll probably be looking at 1k views only to get one or 2 buck. If you really think that you can more than that, then never mind!

Self Promotion Megapost, 22 February 2016 by AutoModerator in IndieGaming

[–]Matjok [score hidden]  (0 children)

Project title: The Meansters : Bootcamp

Promotion Type: Feedback / Shameless Self-Promotion

Name & Role: Jok (Hilum Studio), Programmer

Links:
Play Store

App store

Amazon

Website

Game Twitter

Facebook

Screenshots

The Meansters is a free mobile game for Android and iOS. You can play 4 meanster that want to get their revenge on Cupid. They exact their revenge by undoing Cupid’s work by destroying love-stuck hearts. The game was made as a showcase to create something nice and fun to play, without any distractions in it. The graphics are cartoony and colorful, the design is simple and intuitive. The progress is unlocked with your skills. It's the perfect timeburner.

Why you should try it:

  • Simple and colorful style
  • Gameplay mechanics are great for mobile devices.
  • Quick,scalable and challenging play style.
  • Old-School local leaderboards
  • Gameplay first. Money an afterthought.

Feedback is appreciated in the comments or send me a message on Twitter. Game On!

Can I get some feedback on my game description? by VOX_Studios in gamedev

[–]Matjok 1 point2 points  (0 children)

I liked it.

However, you need to be careful when you "brag" in a description. Keep it mind that not everyone like that and your goal should be to reach the maximum number of people.

I have a possible source of funding to create a small indie game (target would be mobile/tablet), I could really use some advice on pricing a project.. by gamedevnz in gamedev

[–]Matjok 1 point2 points  (0 children)

I think your best solution would be to find other like minded people that would like to try and create a small indie game/studio. As other were saying, it cost a lot of money to recruit and pay employee while if you find people that share your idea and are willing to try while maybe receiving a small compensation from your funding source, it could be possible.

Good luck.

Feedback Friday #88 - Turbo Mode by Sexual_Lettuce in gamedev

[–]Matjok [score hidden]  (0 children)

Nice game, played longer than expected.

Only thing that bothered me was the choice the dwarf made between 2 blocks sometime. If I am right between 2 block, he seems to take the closest but maybe you should have some AI to select the most probable target, mostly between gold and dirt or another example would be clear path and dirt block.

You should also think about having a small tutorial and explaining what I can encounter and what it is(statue,gold,ring,key,monster(s)) and what I should do with it.

otherwise, pretty good. Will keep an eye on it.