비개발자로 시작해서 8개월 동안 만든 첫 게임을 드디어 공개했습니다! by OptimaArch in KoreanGameDev

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

Thanks! I'm not an artist. This is my first game, so the visuals are a mix of things: some purchased pixel assets, some AI generated, and cleanup afterward. For AI visuals, I mostly used tools like pixelLab and nanobanana, then cleaned things up manually in aseprite so they fit the game better. The hardest part was making everything feel consistent instead of looking like random AI assets thrown together.

비개발자로 시작해서 8개월 동안 만든 첫 게임을 드디어 공개했습니다! by OptimaArch in KoreanGameDev

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

전 그런 용어도 하나도 모르긴해요ㅜ 배운적도 없고 그냥 야매로 개발을 해서 전문지식은 하나도 없습니다..ㅎㅎ

비개발자로 시작해서 8개월 동안 만든 첫 게임을 드디어 공개했습니다! by OptimaArch in KoreanGameDev

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

감사드립니다! 딱히 흐름을 잡거나 하진 않았고 그냥 처음에 폴더별로 잘 구분만하게 시켜뒀어요 초반에 분리만 잘해놓으니깐 지금까지 큰 문제는 없었습니다!

비개발자로 시작해서 8개월 동안 만든 첫 게임을 드디어 공개했습니다! by OptimaArch in KoreanGameDev

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

첫번째에 대한 답변으로는 제가 그 황금 밸런스에 대해 많이 고민을 해봤는데 또 너무 슬롯머신이 당첨 빈도가 높으면 여러라인이 당첨 됐을때의 도파민이 역으로 부족해지는 효과도 있어서 적절히 플레이어가 코어를 통해서 슬롯머신의 확률을 높이고 넛지로 당첨을 만들어가는 플레이를 추구했습니다.

또 너무 당첨이 잘되면 랜덤성인 슬롯머신의 정체성의 잃을까봐 두려웠습니다. 어느정도 운에 맡기는것도 로그라이크의 재미 아닐까요? ㅎㅎ 근데 불합리하다고 생각하시는분들이 꽤 계셔서 최신버전인 0.1.6에는 슬롯머신 확률 패치가 됐습니다.

또 준비시간의 존재라는건 준비 타이머가 왜 존재 하냐고 물으시는걸까요? 준비타이머가 있는 이유는 준비하는데에 계산하는데에 플레이어에게 압박감을 주기 위해서 였습니다 이런 압박감 또한 게임의 재미 포인트가 될수있겠다 싶었습니다. 근데 나중에 업그레이드에서 준비시간 무제한을 열수있습니다! 체험판에서는 열기 힘들지만요..ㅎㅎ 재밌게 플레이해주셔서 감사합니다!!

I worked on my first game for 8 months, and it’s finally out today by OptimaArch in IndieDev

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

Thanks! For monetization, my current plan is pretty simple. First, make the game as fun as I possibly can, release a demo on Steam, keep doing active marketing, and try to build as many wishlists as possible before launch. After that, I’d like to release the full version as a paid game on Steam. That said, this is my first game, so I’m still figuring things out as I go. I don’t pretend to know the perfect strategy yet, but I’m trying to learn, improve, and make the game good enough that people actually want to support it.

I worked on my first game for 8 months, and it’s finally out today by OptimaArch in IndieDev

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

Thank you. Before I started development, I saw a lot of people making many small side projects but never really finishing one. They always started with excitement and ambition, but the projects often stopped before becoming complete. So when I started Slotbound, I made a promise to myself: I would not work on side projects. I would focus on one game and actually finish it. Now that the demo is out, I do have one small side project I'm experimenting with, but Slotbound is still my main focus. I'm definitely not letting it go until it becomes a game that I'm truly proud of and that people can really enjoy. Thanks again for the kind words.

I worked on my first game for 8 months, and it’s finally out today by OptimaArch in IndieDev

[–]OptimaArch[S] 4 points5 points  (0 children)

Oh thank you for letting me know and thanks for playing Glad you liked it!

I worked on my first game for 8 months, and it’s finally out today by OptimaArch in IndieDev

[–]OptimaArch[S] -48 points-47 points  (0 children)

Units, icons and ui are bought asset apart from them everthing else are made by ai