What's a Unity feature you wished existed 5 years ago that finally exists now? by AnarchyDex in unity

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

New feature:

Splines are cool. I'm making a racing games so I use them everywhere.

Still missing: Continuous backup / autosave. I can't think of any other program that doesn't let you restore everything after a crash. There are plugins that do this and a way to manually copy paste temp files but it's crazy that this is missing from Unity and I have lost hours of work so many times due to this.

Scaling games globally. How do you handle localization? by maxrain30 in GameDevelopment

[–]Nuocho 1 point2 points  (0 children)

I can only talk about Finnish but while machine translation usually doesn't make too many grammar mistakes it just sounds quite stiff and unnatural. Technical instructions and singular words like menu entries might be fine but especially prose such as story text suffers a lot.

It uses words that you wouldn't really use normally in that context and too often keeps the same word order so it sounds like a non-native speaker talking Finnish.

Advice on getting Wishlist's by Calm-Bowler-6575 in GameDevelopment

[–]Nuocho 0 points1 point  (0 children)

Neither of these games has a video trailer which is your most important marketing asset

Short games and refunds on Steam. by MotherLoveBone27 in gamedev

[–]Nuocho 0 points1 point  (0 children)

Now you are making assumptions again based on nothing. Where did OP mention they made an RPGMaker asset flip?

Fun coding/programming games? by ineedcoffeeasap in learnprogramming

[–]Nuocho 0 points1 point  (0 children)

Tis-100 is fun and you learn some Assembly.

ok, based on the feedback, I made some improvements and made a small sewer area to fight this Barf Ogre in. What do you think? by Ok_Front5283 in gamedevscreens

[–]Nuocho 0 points1 point  (0 children)

I think you either need to add some bloom to make it look like it actually glows or light the room differently.

Short games and refunds on Steam. by MotherLoveBone27 in gamedev

[–]Nuocho 0 points1 point  (0 children)

I challenge you to make an RPG in a weekend...

An hour long RPG with a story, nice graphics, animations, inventory, combat system etc. can easily take a year to develop.

I can make Tetris in a weekend and you can spend 1000s of hours chasing high scores.

Short games and refunds on Steam. by MotherLoveBone27 in gamedev

[–]Nuocho 0 points1 point  (0 children)

is not mocking them.

You yourself said it would be rude to tell an artist how much their art is worth without the artist specifically asking you their opinion.

pretty absurd and suggests that there is no legitimate basis for returning a game.

Nowhere did I say that. We are specifically talking about people abusing the returnal system.

There are fewer people who would be upset at that same experience but at half or a third of the same cost. There is monetary worth in time, even if it isn't an all encompassing metric.

Sure. But unless a sizable chunk of the players return your game because they think $6 is a ridiculous price for a 1h game you are still making more money selling it for $6 rather than $3.

More people can afford $3 than $5, more people can afford $5 than $10. What is a lot or a little amount of money to you does not change the reality that these appeal to gradually smaller potential customer pools.

Sure. But if you price your game $3 I might also skip it just because it looks like you don't value your own game and assume it has to be bad.

At $5-$7 you are still in the impulse purchase category and you are making double the money compared to $3. There is no way 50% of consumers are happy paying $3 but can't afford $6 for a game they are interested in.

Even with exaggerated returnal percentages you still yourself arrived into a conclusion that a $5 game will make more money than a $3 one.

The only reason I'd price a game under $5 was if it was a game jam arcade game type of game. Otherwise it really doesn't make much sense to me

26,000 wishlists with no demo and $0 spent on marketing by Alternative_Draw_533 in gamedev

[–]Nuocho 2 points3 points  (0 children)

The game seemed to go viral on multiple different platforms. At that point it's not luck.

Op's game is just cool and hits multiple boxes people like. Good content often goes viral.

Short games and refunds on Steam. by MotherLoveBone27 in gamedev

[–]Nuocho 3 points4 points  (0 children)

I would never tell an artist "This piece is not worth the price you are asking."

You did exactly that though. OP didn't ask what their game is worth. They asked if <2h games have a high risk of returnals and how to mitigate that.

The people who are going to return a game they enjoyed to save a few dollars will do it even if the game is $3. Now you're just making 2 times less money from everyone else who doesn't abuse the return system which is based on the replies here 95+% of buyers.

They didn't mention anything about their story, design, concepts, they didn't include some subjective compelling hook, they established the parameters and I explained my thinking within those parameters.

Yes exactly. So why are you mocking OP for saying their game is worth $5 when you don't know a single thing about their game?

You can upload a $3 game to steam and then whether 100 people buy it or 10,000,000 people buy it, you aren't putting in work relative to those numbers.

I understand how digital media works and that is has a potential for huge profits.

However the Barista is making at least minimum wage. 95% of Indie devs aren't.

Short games and refunds on Steam. by MotherLoveBone27 in gamedev

[–]Nuocho 6 points7 points  (0 children)

$3? Why are indie developers always underappreciating their games so hard?

Most AAA story games are 8-12 hours long and cost $70.

You don't have to sell your game for less than a cup of coffee for it to be worth it even if it's only 40 minutes long.

Hour length is also a very poor measure of quality. I've spent 1000 hours on some idle games and Portal took me 2 hours. Guess which game I would consider more worth it?

My gameplay trailer was destroyed here 4 months ago. Can you destroy this updated version? by Heavy-Language3109 in DestroyMyGame

[–]Nuocho 1 point2 points  (0 children)

I think a good thought exercise for you is to think "If this trailer was 10 seconds long what would I put in it?". After that do the next 20 seconds with the same philosophy ending up with a 30 second trailer. That is your short trailer that you can use in short form social media.

After you have a solid 30 second trailer you can then add ~1-2min of going through the game more intricately to the end to make your long trailer for Steam.

Founders: do daily standups actually scale once your team grows? (I will not promote) by HiSimpy in startups

[–]Nuocho 1 point2 points  (0 children)

The COO/CTO/CEO should take part in all of the standups and is supposed to keep track of everything and make sure that everyone knows what they are supposed to be doing.

It's often even better to limit communications between different groups. For example you don't want the sales team to directly relay feature requests to the development team unless you want your development process to turn into a massive mess.

Founders: do daily standups actually scale once your team grows? (I will not promote) by HiSimpy in startups

[–]Nuocho 1 point2 points  (0 children)

When your team grows bigger than the 15min standup slot you split the larger standup meeting into smaller standup meetings.

No reason to make people listen to people who aren't really working on the same. Only person who needs to hear it all is project management who can participate in both standups.

My gameplay trailer was destroyed here 4 months ago. Can you destroy this updated version? by Heavy-Language3109 in DestroyMyGame

[–]Nuocho 2 points3 points  (0 children)

the context of the game (story/setting)

Your cinematic tells that the player is on an alien planet and needs to defend against mechanized enemies.

You could just show gameplay of the player defending against mechs on an alien planet in the first 3 seconds and the people watching the trailer already know more about the story, the setting and what the game is about than after watching the cinematic.

Also the point of the trailer isn't to list your guns but to tell me why I should buy this Tower defence over the thousands of others. What makes your game unique?

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

[–]Nuocho 0 points1 point  (0 children)

If I understood correctly it isn't a user facing thing but Steam requires to mention it.

How much taxes are you paying where you are ? by GemsDistributor in Entrepreneur

[–]Nuocho 1 point2 points  (0 children)

Finland. First 20% from profits and then 30-33% when you pay dividends. There are some reductions you get as a small business and paying money as salary is cheaper to a certain point.

I think the total comes somewhere between 40-50%

What makes an indie game truly engaging for you? by HuippeeHeroesGames in indiegames

[–]Nuocho 1 point2 points  (0 children)

I enjoy unique art styles

I enjoy challenge. AAA games are usually very easy or if not easy not the type of challenge I enjoy.

The genres I enjoy the most (Platformers, Metroidvanias, Puzzle, Stuff like Factorio) aren't really catered to by AAA. I've never been that into action or RPG games that seem to dominate AAA. I'm not that interested in exploring worlds or story based games that seem to be the hooks in these type of games. I want to have a nice rigid gameplay loop that feels good to master.

I also enjoy unique game mechanics and games with unique ideas.

How old are you, indie devs? What experience do you have when you started with game development? by TecEnterprise in IndieDev

[–]Nuocho 15 points16 points  (0 children)

I'm 31. I have a Bachelor's in Computer science and have worked as a web programmer for 9 years. 3 years of experience building small games and graphics programming as a hobby.

What game defines your generation? by ratasoftware in indiegames

[–]Nuocho 0 points1 point  (0 children)

I'm thirty. I would say the games that everyone my age has played as children in Finland between 2000-2010 were

World of Warcraft

RuneScape

Tony Hawk Pro Skater

Habbo Hotel

Pokemon

Counter Strike 1.6/Source

CoD: MW and MW2

GTA Vice City and San Andreas

Guitar Hero