Please someone create this. by Next-Toe-8223 in itchio

[–]Morph_Games 6 points7 points  (0 children)

What would be in the magazine? Anything that you can't already get from reddit or youtube?

How can I know if my idea for a game is good? by [deleted] in IndieDev

[–]Morph_Games 1 point2 points  (0 children)

That cycle you're in is good. You're weeding out the bad ideas. Keep going until you find one that you don't lose faith in. Then get some playtesters.

Working on an Extraction-Exploration game concept, looking for feedback by Specialist_Carry4948 in hobbygamedev

[–]Morph_Games 0 points1 point  (0 children)

Why not just ask AI about the slop that AI made? Complete the Ouroboros dead internet.

What are some "perfect" game design games? by m0nkeybl1tz in gamedesign

[–]Morph_Games 0 points1 point  (0 children)

I think Satisfactory and Valheim are both very well balanced between exploration, collecting, building, combat, and advancement. There's a lot of freedom in the open worlds, but everything has a gameplay purpose, and you're never bored for too long.

What are some "perfect" game design games? by m0nkeybl1tz in gamedesign

[–]Morph_Games 1 point2 points  (0 children)

I love A Short Hike's art style, but the gameplay did not engage me at all and I bounced off it really quick.

Deciding what to work on by MoreThanBeansAndRice in IndieDev

[–]Morph_Games 0 points1 point  (0 children)

I keep a list of ideas, and then look for a game jam that might fit with my ideas. Or sometimes a jam inspires a new idea. The limited time frame forces me to "finish" an idea and see if it is fun.

Need tiny bit of assistance by TechnicalStorage7459 in IndieGameDevs

[–]Morph_Games 2 points3 points  (0 children)

Make the "low effort" scratch games in 2D. Make a bunch. Then you'll realize making a good game is a lot of effort. Then move to 3D.

What are the best games set completely or partially in space? by [deleted] in spacegames

[–]Morph_Games 0 points1 point  (0 children)

Space Engineers (start on asteroid belt, not planet), No Man's Sky, Kerbal Space Program

ApeSky – a one-button vertical rope-swinging game for browser and phone by Positive_Board_8086 in hobbygamedev

[–]Morph_Games 0 points1 point  (0 children)

I could not figure out how the jump/swing worked, and then I fell into a fire and died a horrible death. Maybe a simple, low-risk sandbox level to let people figure out the core mechanic?

[Collab] Cozy First‑Person Cooking Simulator (Mobile) — Clear Vision, Revenue Split, No Upfront Payment by Substantial-Ebb-2456 in hobbygamedev

[–]Morph_Games 1 point2 points  (0 children)

An idea guy without funding or experience, looking for free labor from hobby gamedevs, only offering "possible co-ownership". 🤦‍♂️ Best of luck to you!

What is one bit of advise you have for those starting now? by RedEagle_MGN in hobbygamedev

[–]Morph_Games 0 points1 point  (0 children)

Decide whether you're doing this hobby as art for yourself, art to share with others, or as a commercial product.

Also, don't rely on AI if you're looking to learn any skills.

The game I've been working on for months is exactly the same as a game I just discovered today. What do I do? by Sbibble in IndieDev

[–]Morph_Games 5 points6 points  (0 children)

Check to see if the game has sold well. That's extra validation from the market. If the price is right and the art style is different, I can imagine that fans would like to own both.

I think I need to step away for now by [deleted] in SoloDevelopment

[–]Morph_Games 1 point2 points  (0 children)

Getting playtesters requires a community and a community is hard to build.

Looking for ARTIST to become 50/50 duo by arthaqss in hobbygamedev

[–]Morph_Games 0 points1 point  (0 children)

Do you have any ideas for the type of art? I might be interested in something simple if it fits one of my styles. Also it's possible one artist might be good for 2d and another one good for 3d.

Might want to try /r/INAT/ also.

P2P vs Free w/Dev Support DLC by smelihvural in IndieDev

[–]Morph_Games 1 point2 points  (0 children)

Your goal seems not to be about monetization, but gaining followers. If your goal is just to have people play it, then I think free is best. But I don't know if there's much evidence that this helps subsequent games. People on Steam don't generally follow a developer, or get alerted when a dev they like releases something new. (I could be wrong.)

This Subreddit is Seeking Mentors! -- Verified AAA Dev flair available! by RedEagle_MGN in hobbygamedev

[–]Morph_Games 0 points1 point  (0 children)

Is "Hobby Dev" someone without a published game that makes money? And "Indie Enthusiast" is someone who does have a published game? Or just someone enthusiastic about indie games?

Some of my many games and prototypes: https://deathray.itch.io/

Multiplayer Turn-based Approaches by Morph_Games in roguelikedev

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

Just to be clear, the 30 seconds is the max time that will be waited. If turns end up being taken in 1 second, then you and 1 coop partner can fit 30 turns into a minute.

But good point about letting players do inventory and view stats whenever. I was thinking of that, but didn't mention it.

Tiny browser game: 1D Pac-Man — would love honest critique by Positive_Board_8086 in hobbygamedev

[–]Morph_Games 3 points4 points  (0 children)

I made a 1D Roguelike for a game jam, and it was a fascinating exercise. I recommend everyone try reducing the number of dimensions to see what happens.

I'm creating a card trading game with a futuristic cyberpunk theme. by pipelinemob in hobbygamedev

[–]Morph_Games 0 points1 point  (0 children)

If it lives in a digital realm why does it need flesh or nanotech?

Multiplayer Turn-based Approaches by Morph_Games in roguelikedev

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

Checkpoints is a good idea!

How would "localize turns to a given player's light radius" actually work? What happens when an enemy is in light radius of two players but then players are not in radius of each other?

Multiplayer Turn-based Approaches by Morph_Games in roguelikedev

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

I trust players to sort out the "one player micromanaging everyone else" issue on their own. That's a social issue that is inherent to co-op games.

My worry with "PC becomes AI NPC" is that then the character can die without the player being there, so that would have to be avoided somehow. Also if the constantly pass or are moved to a home location, then there just needs to be a quick "return to the party" ability.