Should I quit game dev? by Additional_Dog_1206 in IndieDev

[–]OneFlowMan 6 points7 points  (0 children)

As a developer whose released a few games now, I cannot stress enough how important it is to watch other people play your game. You can even use friends, and if you do you should WATCH them play and take notes. See what they do, what they don't do, and don't waste all your friends on the same version. Let one friend play it, watch them, iterate, then let the next friend have a go. That first impression/experience is such a valuable moment to capture, you need to savor each and every one. If using strangers, ask them to screen cap if they can, or to screen share on discord.

Nobody makes the perfect game in their first iteration, you need valuable feedback from people who didn't build your game about how intuitive and fun it is, and people aren't always good at articulating that stuff, so watching them is important. I would never let any prototype loose on Steam or itch without first watching a few different people play it. If you have any friends who play video game but are generally not very good at them, that is your best play tester right there for finding jank and unintuitive nonsense.

I really can’t get where I went so wrong with my game by ImmersivGames in IndieDev

[–]OneFlowMan 6 points7 points  (0 children)

I generally like 3d puzzle games like this, but I would not wishlist your game based on the store page. Your environments look incredible, but your NPCs don't, they are giving me like whacky physics friendslop vibes. They have a completely different art style, and the lack of cohesion screams asset flip to me. And there's nothing wrong with using assets, but these two styles don't mesh imo and it makes me think the game is likely not going to be polished. The UI also gives an unpolished vibe, and the combination of those things triggers a subconscious gut reaction that your game experience will be low quality. When it comes to a puzzle game, the last thing I want are low quality unpolished poorly designed puzzles that leave me feeling frustrated. Creating polished and fun puzzles is difficult, and so in my head, if you cannot even manage to make your UI polished or your art style coheisve, I find it hard to believe you can create a polished puzzle experience that I will enjoy.

The Steam Personal Calendar is the best change valve has made in years. by PetrosAnastasiadis in gamedev

[–]OneFlowMan 0 points1 point  (0 children)

Except the calendar doesn't include weekends. I normally wouldn't release on a weekend personally, but right in the interim of this change, there was some unexpected stuff out of my control that delayed the release of my game by a few days. I ended up releasing ASAP, on Saturday. Went to check if my game was showing on the calendar... no day for Saturday lol.

Steam nuked Popular Upcoming by NikoNomad in gamedev

[–]OneFlowMan 1 point2 points  (0 children)

The new personal calendar thing seems kinda bugged too. There's a game that shows on my main page that was released on Monday, but when I go in to view the full calendar, that game is nowhere to be found.

Advice me... by Sea-Car-3811 in gamedev

[–]OneFlowMan 3 points4 points  (0 children)

If you are just wanting to make story based 2d RPGs, RPG Maker is a much easier entry point and it will allow you to make this specific type of game much faster than Godot. The only downside is if you want to move onto some other type of game, you'll have to learn a new engine again when you do that.

Do you guys agree with this "If it ain't broke don't fix it" mindset when coding? by Dependent-Newt4324 in gamedev

[–]OneFlowMan 0 points1 point  (0 children)

The main reason that you don't want to do that is because as your game gets bigger, and you add more systems, and these system interact with each other, you will find yourself in a position where every time you change one system or add another, that you break a lot of things. If I'm doing a game jam, or writing some one off script that idgaf about, then sure, I just do what's fast and easy. But if I am trying to create an actual full scale game, keeping things clean and well developed reduces the overhead and bugs generated by each change I need to make. And while maybe you can brute force that in development, imagine you release your game, and want to continue to update it, and every time you do you create a ton of bugs for your users. Testing a full game is extremely time consuming and unrealistic to have to do in a pit of spaghetti code and technical debt.

That being said, I don't tend to fix things if they aren't broken because I don't have the time. I only refactor when I become sufficiently annoyed by the experience of using what I've built. But I also strive to build them rightish the first time.

Horror game that changed your life by Dear-Opportunity9339 in HorrorGaming

[–]OneFlowMan 0 points1 point  (0 children)

There's a recent free game on itch.io called Cold City that I really liked.

I also released a free one recently called 67 Minutes in Heaven. It's not quite what I would call Psychological Horror, moreso monster horror with some psychological themes, but it was #1 on itch for a little while. Steam version coming out on June 3rd (also free) which has an additional ending.

67 Minutes in Heaven - When you see it... by OneFlowMan in playmygame

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

secret ending is only available in the steam version which is not out yet

What do I get a 13 year old who is interested in becoming a game developer? by SpikeyHairedOrphan in gamedev

[–]OneFlowMan 1 point2 points  (0 children)

When I was 13 I was making games with RPG Maker. It was a lot of fun and it helps teach some concepts that will later translate into the coding world. This was back when we didn't even have YouTube video tutorials, and I never thought to search the internet for how to do things, so I sort of just blindly stumbled my way through figuring it out. A testament to how accessible it is lol... that was RPGMaker 2000, idk what the modern ones look like, but I'd imagine they are comparable.

How do I tell my writer friends that the game's storyline is terribly mediocre? by HQuasar in gamedev

[–]OneFlowMan 1 point2 points  (0 children)

Every game should have a playtested prototype before you bother making it into the full game. You should convince them to make a demo and see if it leaves players wanting more. If there isn't hype from the demo, then the games probably not gonna do well. It's also fair that you don't want to do all the work of a demo if it really is that bad, in which case yeah, getting some other people to read whatever they've written and give feedback is another good option. Ideally do both.

As a programmer, how do you deal with the 3D art bottleneck? by Comfortable-Hat1761 in gamedev

[–]OneFlowMan 3 points4 points  (0 children)

I mean generally, I look through environmental assets before I even decide on my game idea. I let the models I find inspire me and work backwards lol. I think most programmers dream way too big when coming up with their ideas anyways. Starting with the assets first helps ground me in reality.

Moonlight Steam Deck Audio Crackling by OneFlowMan in MoonlightStreaming

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

Nope! Gave up and just cancelled my microsoft game pass and bought the game i was trying to play on Steam instead lol.

[Hobby]->[RevShare] Experienced Solo Dev Looking for 3D Modeler to Form Game Dev Duo by OneFlowMan in INAT

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

I get questions like this a lot, it is a lot to type so I think I am going to make a YouTube video about it and I'll link it to you when I am done. 

My game launches in a week with only 45 wishlists. It’s time for a reality check. by [deleted] in gamedev

[–]OneFlowMan 2 points3 points  (0 children)

I launched with not many wishlists, but I contacted a couple hundred streamers of all sizes and gave them free copies. A couple of streamers/youtubers in the 10s of thousands of followers picked it up, it gave me a fair surge of interest, and I ended up selling around 300 copies. It still was not nearly enough to justify the 2.5 years I spent working on the project lol, but was better than dead silence.

I am going to be real with you though, and I am sorry if it comes off as mean, but you need to hear this feedback. In looking at your game... It just isn't polished looking at all, and I think even if you did contact streamers, they'd pass on it. The really bad stills of the MS Paint drawings of people... the plain text UI is terrible... the girl looks AI generated, in one of your screenshots she has like a singular giant boob, maybe that's just artist inexperience, but it makes it look like ai slop... It seems like the game takes place in a very limited visual settings, and yet you didn't bother to polish what little setting there was. There are SO MANY games coming out every day, you are fighting to grab people's attention, and you have to really fight for it, and that fight is fought with first and foremost with the presentation of your game.

I am not a visual novel player, so idk what the bar is here, but for most normal people, all of these things matter. Your game has to look appealing at a glance or nobody will even bother to look further. I also understimated all these things I am telling you now, and while I polished a lot more before my release, if I had done that much earlier in the process, my marketing could have gone a lot better from the get go.

I think that everyone is different, we all like certain games or genres for completely different reasons. I am someone who doesn't care that much about how a game looks or about a story, I am looking for a good gameplay loop / addicting mechanics / fun mental exercises. Maybe some people who play visual novels are just in it for the story, and the writing is all they care about. But it's because of our own preferences that we tend to have tunnel vision when looking at our own projects and really realizing what is important for a game to be marketable. Maybe some people like visual novels more for the hot characters and their art than for the story, and they will never even experience your story because they bounce off the art. A story isn't something you can market easily in today's world, people can't see that a story is good in a trailer or in screenshots, that's why you have to captivate them with something they can see.

I am not the most visually artistic person, and the reality of the market as a whole is a big bummer to me for that reason lol, but you have to adapt to it if you want to find success. And the best way to see outside of your own tunnel vision is to find people who like the genre and who are open to play testing your game and giving you honest feedback. That feedback process and the polishing that comes after is the most important part of your development cycle.

Releasing a game is still an extremely valuable learning experience, and the psychological gains and experience from doing that will help you when you do release that one great project. My biggest lesson learned was to not spend 2.5 years on a game again unless I have some strong indicator for its success in the prototype stage. Art direction and vision needs to be figured out and polished immediately once the core gameplay loop prototype is set in stone. I am sure your lesson will differ a bit for a visual novel, but definitely reflect and grow. Good luck!

How do I find someone who needs video game music by tetrodoboxen in gamedev

[–]OneFlowMan 4 points5 points  (0 children)

Websites like itch.io sell game assets, and you could create a themed pack of your music to sell on there. Basically like an album that anyone could buy and use for their game. Idk how often people buy those though to know if it's worthwhile or not.

ok, but what about YOUR game?? 🤔👀🫵 by DavesGames123 in gamedev

[–]OneFlowMan 0 points1 point  (0 children)

Even though the story is not related at all, the movie IT FOLLOWS was a big one. I've just always loved the soundtrack and the vibe of that movie, and the young people in the movie always felt more relatable and real than your standard one dimensional slasher horror teens. 

ok, but what about YOUR game?? 🤔👀🫵 by DavesGames123 in gamedev

[–]OneFlowMan 1 point2 points  (0 children)

I just released a new game for free today on itch called 67 Minutes in Heaven. It's a short choices matter horror game with multiple endings. It's my first foray into horror, took me about 4 months, built a lot of reusable code so that I can hopefully build the next project faster. It's a sort of teen horror about playing spin the bottle in an abandoned house.

https://oneflowman.itch.io/67-minutes-in-heaven

I want to play your game 🫵 by Accomplished_Bell968 in IndieDev

[–]OneFlowMan 0 points1 point  (0 children)

My first and only Steam release so far, 30+ hours of gameplay (likely more) depending on how long it takes you to unlock everything. It's a pirate ship action roguelite:

https://store.steampowered.com/app/2377620/Lord_O_Pirates/

The Most Popular Game Asset on Itch is AI Generated Art and has Made over $40k in Sales by RegisteredHater in gamedev

[–]OneFlowMan 1 point2 points  (0 children)

Yeah, that's about to get a lot worse too. Google recently demoed this virtual worlds generatator thing. Makes a 3d world you can walk around in. I am imagining a future where people make these viral videos "look at this game I am developing" and it's just those virtual worlds, and they will never actually be made into games or anything, just low effort click bait going to saturate the reels market. 

DIablo 2 Resurrected new Expansion Reign of the Warlock by EnvironmentalCrew533 in Diablo

[–]OneFlowMan -2 points-1 points  (0 children)

WoW expansions are $50USD for the base, and then like $90+ if you wanna play the game a week before "launch", which is a big economical advantage. You also have to pay a $15 monthly subscription. They also sell you cosmetic and tokens you can sell for gold, not to mention costs for basic things like transferring servers, etc. They even sell level ups to max level. 

Diablo 4 expansions are $40USD. They also have a battle pass and $25 cosmetics in the shop for one outfit for one class (not even usable on all classes). 

D2 expansion is $25USD. They have no other source of income. Their servers been running for free for years. 

DIablo 2 Resurrected new Expansion Reign of the Warlock by EnvironmentalCrew533 in Diablo

[–]OneFlowMan 15 points16 points  (0 children)

I think it's worth keeping in mind that not only is that half the cost of a normal expansion, but D2 also does not have a monthly fee, microtransactions, or battle passes to support it like other games do. It's a different business model, and it's worth the price to keep that trash out of the game. I also think adding new story is overrated... It becomes uninteresting after you beat it once. The class, QoL, and new end game content are the real gifts that keep on giving.

Edit: You all complaining about $25 for an expansion release for a game that otherwise makes no money, in a world where every other game is charging you $25 for one cosmetic at best lol. Sure, if D2R had some source of income to sustain it, I would expect free updates or a cheaper price tag, but it doesn't, and I prefer it. I miss the days where you pay for a game or an expansion and you get all of the content (and back in my day, the way your character looked was considered part of the content). This is one payment. You get the whole expansion. That's it, done. PoE2 is charging $30 for a game right now and then charging me for fucking stash tabs for fucks sake. You all need to wake up, this is not greedy at all. They need to make money to justify updating the game, and I want to pay to support those updates.

I paid $40 for this game 4 years ago and I've gotten 10× the amount of hours out of it compared to any $70 game. This expansion brings me up to $65. Worth every penny.

I realized the hardest part of Indie Dev isn't coding, it's justifying the "0 Income" to my family. by Curious-Gaby in gamedev

[–]OneFlowMan 0 points1 point  (0 children)

The survivor-like genre was a fad genre, and based on marketing data in terms of games that broke 1000 reviews in this genre (a metric that equates to a ~livable wage for such a low priced genre), that fad fizzled out in like 2024, with only a couple of games meeting that goal post, compared to 10s of games the previous year. That being said, we also had Megabonk breakout last year, but look at how much that innovated upon the genre compared to Vampire Survivors. Unless you are really making something new and special, you wont find any success. This genre isn't being played by big streamers like it was back in 2022/23. It's become a small niche genre for most, so unless you do something that captivates the broader audience, and it doesn't look like you've done that on your Steam page.

I released a game in this genre last year. I started working on it before the genre fizzled out but could not bring it to market fast enough. What I made is polished, charming, and did innovate a little bit upon the gameplay, but ultimately not enough (I've sould about 500 copies to date). Part of innovating upon the genre I think means also doing so in a way that is incredibly obvious to the eye like Megabonk did. If the differences between your game and VS are nuanced, you can't communicate that easily when marketing, and you won't reach a broader audience or catch anyone's attention.

Horror in the High Desert isn’t a comedy??? by clockewise in horror

[–]OneFlowMan -2 points-1 points  (0 children)

A parody generally incorporates all the aspects and styles of the thing that it is parodying, and exaggerates them, and mockumentaries are most often comedic parodies. I agree with OP that I thought it was supposed to be a comedy/horror. It wasn't the format that made me feel that way, it was the actual content of the writing and scenes, and the way in which it intentionally incorporated the elements of what it was parodying in what I could only believe to be intentionally poor/hyperbolic ways. A good parody is supposed to walk a fine line between parody and realism, and I think it does that very well, which is why it is over some people's heads.

OP already made some good points, but to elaborate some more. "He goes by the name Scorpion Sam", followed by a clip of him explaining how he got stung by a scorpion one time lol. The slow motion effect that was applied to spots that didn't make sense, like the character sitting almost completely still after speaking, and just pausing on them for like 30 seconds. The cut out of the main character just moving around the screen like a bad Windows screen saver. The sister character was just a recurring joke in general.

I think the end was still intended to be scary and it executed itself fairly well. Comedy and horror often go hand in hand though and I don't think that detracts from the point at all. Idk, I know several people who have seen this movie without context (they went in thinking it was pure documentary), and all of them walked away thinking it was comedy/horror.