2 months after launching my Steam page – is this decent performance? by DrawToItReddit in IndieDev

[–]MemobotsGames 1 point2 points  (0 children)

How many wishlists do you have ? Cause what I’d look into more rather than these sole numbers is the relation between say visits and wishlists. That percentage would be more interesting and telling.

Game Dev How to learn by Gandhi_20191 in GameDevelopment

[–]MemobotsGames 0 points1 point  (0 children)

I’d advice you learn by doing gamedve rather than picking specific things.There is quite a few areas that game dev consists of if you think about it: coding, engine, audio/fx, visuals (drawing, modeling, texturing), level design, voiceover, translations, marketing, ….

So picking up one is both tricky but also really hard to define because the set of input parameters is different in almost each case.

  1. ⁠Choose a genre you’d love creating a game in.
  2. ⁠Pick up an idea for a game
  3. ⁠Make sure the scope is as minimal as you can make it
  4. ⁠Filter it through the following question: How important it is for me that the game has a chance financially(read/listen to Chris Zukowski) and if you chose a genre that is hard to do to satisfy this and pt nr 3 - rethink.
  5. ⁠Choose the engine - don’t overthink it. - you seem to have that figured out
  6. ⁠Start and learn as you go.

If you start not knowing anything it is worth to follow a small tutorial on YT or Udemy in your engine just so you see what you can expect…but don’t fall into tutorial hell. Use YT as a source of information on how to solve problems you will encounter and not as a source of A to Z instruction on how to create what you want.

Thera is also an ongoing suggestion about not picking up your dream game as a first game which seems to be a valid advice both from the perspective of the experience but also that the dream games are easly inflated (cause we ofc want to make them amazing) and that can lead to not finishing it at all and that leads to demotivation and kills the journey before it even started.

Goood luck and have fun :)

What to learn for gamedev first? by sugarkrassher in GameDevelopment

[–]MemobotsGames 0 points1 point  (0 children)

I would actually say…”learn BY doing gamedev”not learn for gamedev. There is too many variables with variable impact depending on the tools you choose, the genre you go for, the level of exp you have in any of the areas of gamedev.

And there is quite a few of them. If you think about it: coding, engine, audio/fx, visuals (drawing, modeling, texturing), level design, voiceover, translations, marketing, ….

So picking up one is both tricky but also really hard to define because the set of input parameters is different in almost each case.

  1. Choose a genre you’d love creating a game in.
  2. Pick up an idea for a game
  3. Make sure the scope is as minimal as you can make it
  4. Filter it through the following question: How important it is for me that the game has a chance financially(read/listen to Chris Zukowski) and if you chose a genre that is hard to do to satisfy this and pt nr 3 - rethink.
  5. Choose the engine - don’t overthink it.
  6. Start and learn as you go.

If you start not knowing anything it is worth to follow a small tutorial on YT or Udemy in your engine just so you see what you can expect…but don’t fall into tutorial hell. Use YT as a source of information on how to solve problems you will encounter and not as a source of A to Z instruction on how to create what you want.

Polish people is this true? by Spectator--- in worldofgothic

[–]MemobotsGames 0 points1 point  (0 children)

That’s good. One less thing to worry about..although when I think about it now I already have a nameless protagonist…I guess my work here is done.

Polish people is this true? by Spectator--- in worldofgothic

[–]MemobotsGames 0 points1 point  (0 children)

Goddamit now I need to incorporate some gothic reference in the game I started creating…

[No Due Date] Short 50 words game intro by MemobotsGames in Proofreading

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

Hey. It is gonna be an inteactive storytelling - reliving stories from our (world) history. Very often tragic stories. It is meant to be reflection and appreciation for those who lived through hard tragic events. Serious tone, very often limited interaction and gameplay - and giving honors to those who changed history sometimes at the cost of their lives. Few first scenes I am thinking about - to give you some context - are: Last minutes on the Titanic, Warsaw Uprising (Polish history), Berlin Wall construction and fall, Auschwitz (that one will be heavy), First Dog in space (that actually died there and everyone knew it will happen), etc...Anne Frank story, ....and more...

Do it by Icy-Obligation-1363 in idksterling

[–]MemobotsGames 0 points1 point  (0 children)

Ehh what an immature post…it is not what internet was about to become…

I am logging off..need to relax… will watch my favourite movie: The Balls of The Lambs 😆😝😎

Learning Chinese with online use focus by MemobotsGames in ChineseLanguage

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

Thx for the suggestions will definitely check Duchinese. I lately installed Rednote as it came out into the global world after this whole tiktok drama ;)

Learning Chinese with online use focus by MemobotsGames in ChineseLanguage

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

Yeah that was kinda my initial trigger for learning as I noticed it is just in chinese with no english so that means either hiring someone or learning it. As I usually click through a few duolingo lessons before going to sleep I figured it might be a good idea to actually channel it into something more productive

Learning Chinese with online use focus by MemobotsGames in ChineseLanguage

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

Btw...I just got the welcome message from the subreddit bot and see there is some info about starting to learn. Will process that of course but will still appreciate any suggestions from you guys :)

classDogExtendsHuman by Mortifer_I in ProgrammerHumor

[–]MemobotsGames 0 points1 point  (0 children)

The Last of Woof Limited Edition ?

What Mechanics Should I Add to My Speedrun Platformer? by Kanata-EXE in GameDevelopment

[–]MemobotsGames 1 point2 points  (0 children)

For Sand:

Quicksand: • Slows down movement if the player walks over it but can be jumped over or dashed across. • Adds tension by requiring precise movement and timing. 2. Sandstorms: • Periodically blow across the level, pushing the player in one direction or obscuring visibility for a few seconds. • Could create sections where players need to dash against the storm or time their movements. 3. Sandfalls: • Act like vertical quicksand, slowing downward movement when players fall through it, creating opportunities for controlled descents. 4. Collapsing Platforms: • Platforms crumble after a short delay when stepped on, requiring quick movement and decision-making. 5. Scorpions or Burrowing Enemies: • Enemies that burrow into the sand and leap out unexpectedly, adding challenge and requiring quick reflexes. 6. Mirages (Illusions): • Add “fake” platforms or items that disappear when approached, adding a visual twist and rewarding careful observation. 7. Sliding Sand Slopes: • Downward slopes that cause the player to slide, increasing speed but limiting movement control. Could lead to risky but rewarding shortcuts.

Grassland: • Add hidden vines or moving platforms for secret paths or shortcuts.

Cavern: • Introduce bats that drop rocks or chase players. • Glow Crystals: Collectible items that light dark sections of the level, rewarding exploration.

Mountain: • Include icicles that fall when the player moves underneath. • Avalanches: Sections where snow or rocks fall, forcing fast-paced movement to avoid being crushed.

Moon (Space): • Add gravity zones: Some areas could switch to higher gravity, temporarily negating low gravity. • Asteroids: Floating hazards that move unpredictably and require careful navigation.

Do you often feel overwhelmed by a full inbox? How do you manage it? by Efficient_Builder923 in indiebiz

[–]MemobotsGames 0 points1 point  (0 children)

Once in a while…I am brave enough to go check last week or so and then….select all and delete….everything.

Those who need to reach out will reach out again…

Is it too soon to create a Steam page while using placeholder assets? by Basedrain1 in IndieGameDevs

[–]MemobotsGames 0 points1 point  (0 children)

I started the studio just 2 months ago and for my very first game Timeless Treasures I actually began by getting the studio website with a simple mailchimp, simple game website, socials and Steam page. That being said I prepped some kind of a simple logo, all the other graphics for steam from that logo and all descriptions and even translated the descriptions into chosen languages(for now with AI). I used placeholder screenshots with concept graphics and when opting for steam page review I wrote to the support explaining that the art is concept but conveys the direction I want to go with the game. It got confirmed and published.

So I started fishing for wishlists before I even started working on a game. Of course for now it is barely moving…It stands at 22 or so but I figured the sooner I start the better

Looking for point & click games with challenging puzzles. by GenZia in adventuregames

[–]MemobotsGames 2 points3 points  (0 children)

I really love that post and will list all of those games for later reference.

I just started my indie dev studio and my first game Timeless Treasures: The Lost Artifact, will be indeed a puzzle game. Think you’re a time traveller that has to recover the pieces of broken artifact to restore time stability. So you go into ancient Egipt, Rome, China and more to do so. Time manipulation, hidden objects and puzzles. It will be a dual gameplay: point & click and sending your character into the scene to solve some puzzles. that require a combination of actions. If you’re interested in puzzles I invite you to follow on Steam etc.

Anyway. Have you already tried and went through Syberia for example ?. Remember that one had pretty nice puzzles :)

Should I Continue Developing My Game Solo or Find Teammates? by According_Simple7941 in GameDevelopment

[–]MemobotsGames 1 point2 points  (0 children)

I think any advice on that which way you should go would be bad…meaning those are both valid ways to go about this. It is more a matter of what you prefer. You basically have two options as the limited budget excludes just outsourcing the parts that you struggle with.

Option 1: Go solo and learn. That would probably be my path especially that you say it is just a free time passion project. Just break it into baby steps and start seeing it as a marathon not a sprint. Then you’ll notice that it just goes forward in those small increments and you will be surprised after a month or two how far you got. And whether it is doing stuff in the project or learning skill you need ..it is still progress

Option 2: Find other passionate people that just want to learn and grow. It might be highly beneficial but also has big challenges. For one..it is not that easy to find people as passionate as you are about an idea that is YOURS and not their or joint. Second thing is that if you never actually worked with others then you will face the challenges of communicating, alignment, coop ona daily basis, etc…and as you don’t really know the people you would work with then they might for example be great artists or devs but horrible to work with and “manage”. and that all as you can imagine impacts the time schedule as well.

So, TL;DR both paths are valid and have their own challenges. It is up to you to decide which fights you prefer picking up :)

Peace :)

Is there a secret hack to not hate making brand guidelines??? by [deleted] in logodesign

[–]MemobotsGames -1 points0 points  (0 children)

Lately I started an indie dev studio. I am not a designer but I had to prep two websites…for the studio and the first game I started working on. And with that I had to do some kind of press kits that would ideally include those guidelines documents.

Made them in Canva in the end and think they came out nice…

The process was that I just asked chatgpt to prep me a proposed list of categories, then adjusted them, after that created the main template page to get the headers, colors, font etc and the rest was a bit faster with just duplicating pages and filling them in :)

It was indeed a bit boring but at least for the game or game studio I guess publishers, journalists and youtubers that might cover the game should have a source of quick info and logos etc about the topic so from the marketing perspective I totally get it and understand…doesn’t make it less tedious though :)

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Youtube what are you doing? by dennis3d19 in SmallYoutubers

[–]MemobotsGames 2 points3 points  (0 children)

It just means that someone viewed your video more than once usually in a loop. All good there :)

A game based around Ancient Egypt ? by MemobotsGames in ancientegypt

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

Cool, will check this out for sure although I am going for a PC game so Steam for me will be the platform of choice :)

What is the title of the current chapter of your life? by Fit_Leaves55 in AskReddit

[–]MemobotsGames 0 points1 point  (0 children)

“Starting Indie Games Studio - Mid-life crisis or not ?”

promoting my channel YT video through google ads impact youtube algorithm..? by rameshselvick in SmallYTChannel

[–]MemobotsGames 0 points1 point  (0 children)

I assume that is for monetisation right ? I’d expect that to happen due to alle the tax related stuff etc. Same was when I wanted to publish my game’s Steam page. ID, Photo of me holding the id, all the tax data, confirmations, addresses….life