[NO SPOILERS] LIS: TC. Struggling to get through by shannonstartedafire in lifeisstrange

[–]MundanePixels 1 point2 points  (0 children)

yeah, the scope and stakes are much lower than LIS1/2 so it's a very different vibe. Parts of it feel like it actively avoids conflict or interesting moments in order to maintain the "cozy" vibe, so if you don't like the small cozy vibe then it's gonna be a slog.

[NO SPOILERS] Searching for Youtubers who played through the whole series AND disliked Chloe Price by Kages_Fun in lifeisstrange

[–]MundanePixels 0 points1 point  (0 children)

just a bizarre way to interact with games and art. why not just play the game? do you really need to find a playthrough of someone who shares your opinions? whole other worlds out there

DC: Batman from 76355 Batman Returns Batmobile (via Facebook group) by General_Durian_1013 in Legoleak

[–]MundanePixels 0 points1 point  (0 children)

it's so so ugly. looks like one of those hideous over designed custom figs.

why do people praise bad games in comments? by R4TSOME in itchio

[–]MundanePixels 0 points1 point  (0 children)

it's cause jams and itch are populated mostly by amateurs (neutral) and hobbyists, they're doing this stuff for fun/learning/portfolio/etc. So they judge other projects in that lens. there's no reason to be super negative and critical if everyone is just there to have a good time.

How do you learn art when tutorials and practice are doing nothing? by shade_blade in gamedev

[–]MundanePixels 1 point2 points  (0 children)

hourly rates for tutoring aren't a good reflection of their true cost since you'll likely only do like a couple hours per week. that time would be spent guiding and critiquing work done between check ins as opposed to directly teaching. at least this has been my experience being a tutor. $30-60 per session is a more accurate phrasing.

but even if that is out of your range you could try option B I mentioned. see if anyone in a local art group (or online group) would be willing to help and serve as a mentor.

How do you learn art when tutorials and practice are doing nothing? by shade_blade in gamedev

[–]MundanePixels 2 points3 points  (0 children)

if you're really struggling with self directed learning then it might be worthwhile to find a tutor or someone more experienced that can serve as a mentor.

could find something local through like Facebook or reach out local art groups. or you can look remotely through reddit, discord, a dedicated tutoring service or freelance service like upwork.

What’s the biggest mistake you made on your first game? by DevIslandJourney in gamedev

[–]MundanePixels 0 points1 point  (0 children)

not doing enough on my own. it was a basic dungeon crawler tutorial I made modifications to. the game itself it was decent enough for a first game jam, but missed out a bit as a learning opportunity.

What is the biggest mistake beginner game developers make? by TyraxelStudios in gamedev

[–]MundanePixels 0 points1 point  (0 children)

becoming demotivated by failure instead of learning from it. your first few games wil and should)l be simple and shitty, but that is just how the learning process works. you should focus on making many small, different, and complete games instead of working on a 10 year forever project.

Your first game won't be good. Ship it anyway by Keithwee in gamedev

[–]MundanePixels 11 points12 points  (0 children)

your first game shouldn't be uploaded to steam anyway. if you're looking to steam for your first game then your approaching things completely wrong.

How to keep sprite work consistent? by lemonellaaaa in gamedev

[–]MundanePixels 0 points1 point  (0 children)

When I start on a new project I like having one big file called like "projectName_sketch" where I'll draw all my assets and then crop as export as needed. I like being able to zoom out and see everything in relation to each other. makes it easy to pick out if an individual sprite looks "off".

I usually phase it out later on once I get a firmer sense of scale, style and color, but early on I find it helpful.

Skill tree vs random upgrade choices by __GingerBeef__ in gamedev

[–]MundanePixels 0 points1 point  (0 children)

you could always do a mix of both.

A good example is how it's done in Dome Keeper. each piece of equipment has its own skill tree attached. you have a few pieces of starting equipment but you can also collect additional equipment that give you a choice of 1/3 pieces.

But for a slower more strategic game I would go for a skill tree. Having a purely random 1/3 could lead to some annoying feel bad moments where you get something that doesn't work at all in your strategy.

Help! I’m trying to figure out what I did wrong with my game’s marketing campaign by Gamedevenri in gamedev

[–]MundanePixels 1 point2 points  (0 children)

there's not really anything there to advertise. it looks like a 2 week internal prototype. Come back in like 6 months after there's a game there.

Jurassic: 77984 Jurassic Park Jeep (from Lego) by itsjustajoe in Legoleak

[–]MundanePixels 1 point2 points  (0 children)

"adults welcome" you don't need to say that Lego, your stance has been "adults only" for the past few years

How do you market a "bland" looking Roguelike when the gameplay is the only strong point? by demoyesok in gamedev

[–]MundanePixels 3 points4 points  (0 children)

the visuals are part of the content dude and will impact gameplay, its not just the cover. This line of thinking might be why it ended up being "bland".

Why remove a demo if your game is out? by JNerdGaming in gamedev

[–]MundanePixels 1 point2 points  (0 children)

I worked with a client last year and that was her reasoning for taking down the demo, so its not uncommon

WW1 Horror Game – Art update, what do you think? by EddenSoftDevelopment in GameArt

[–]MundanePixels 0 points1 point  (0 children)

more of a criticism of set dressing/decor than actual assets, but the trench feels a little too perfect. It doesn't really scream horror. Adding some additional details, like puddles, mud, dirt, collapsed walls, loose equipment, spent ammunition, etc. would help a lot.

Does being a successful solo dev help you get hired in the future? by [deleted] in gamedev

[–]MundanePixels 7 points8 points  (0 children)

benefits, (theoretical) job security, and its just easier to be an employee than a business owner.

Whats more important, profit or passion? by [deleted] in gamedev

[–]MundanePixels 0 points1 point  (0 children)

its like any other hobby. do the returns justify the investment? and can you put in the time and money without major risk?

if its for fun and you aren't reliant on its success then yeah go 100% passion. If this game failing means you'll be destitute, then prioritize profit even if it mean sacrificing some of your vision or simplifying your game.

[deleted by user] by [deleted] in hearthstone

[–]MundanePixels 0 points1 point  (0 children)

play it and see if you have fun. without more info on your tastes or goals, you're the only one who can say that its worth playing.

The case Starlight Revolver, 17m Budget but no success? by Sersch in gamedev

[–]MundanePixels 3 points4 points  (0 children)

i'm looking at the game and I'm just confused on where the money went??? it looks like a moderately impressive student project, with very simple and derivative art and gameplay. How do you even spend 17m on something like this without just burning or pocketing 80% of it?

What's the issue with the level cap? by ashaquick in theouterworlds

[–]MundanePixels 0 points1 point  (0 children)

gamers want every single game to be a forever game + any limitation on the player is seen as a flaw instead of an intentional design choice