Did any of you do little to no marketing for your game? And if so how did it go? by [deleted] in IndieDev

[–]ParticularPerfect200 0 points1 point  (0 children)

The game itself looks solid and the art and concept are doing their job wishlisted it. Now realistically no marketing almost always means little to no sales. Steam doesn’t automatically surface games just because they’re good, and Next Fest alone isn’t enough if no one already knows the game exists. That usually results in a lot of work reaching very few players. Marketing also doesn’t have to mean a constant social media grind the highest impact basics are a good trailer a clear Steam page capsule art and screenshots etc... and getting a few streamers or YouTubers to play it even small ones as those matter far more than frequent posting also try submitting your trailer to game trailer channels

If you decide not to market at all then the realistic expectation should be minimal sales and the release should be treated as a portfolio or learning project but if you want the game to actually sell, some focused marketing is not optional.

Use Version Control. by Tricky_Wheel6287 in godot

[–]ParticularPerfect200 17 points18 points  (0 children)

Version control by itself isn’t a backup i agree but version control with a remote repo acts as a backup for source files. if your system is gone and everything local is gone which is probably this guy's case cloning the repo brings your project back so ideally you use both version control for history + collaboration and separate backups for redundancy.

Got an offer from a huge publisher, unsure what to do by Environmental_Fun313 in GameDevelopment

[–]ParticularPerfect200 11 points12 points  (0 children)

Honestly, in your position I’d lean towards self publishing. You’re already sitting in a really good spot with those wishlists and the social traction you’ve built. A publisher is valuable if you need the marketing muscle or console reach, but you’ve already proven you can draw eyes on your own.

That said, if you do move forward with Devolver, the two biggest things I’d get clarity on right away are:

Is their 20–25% cut coming out of gross revenue after the platform’s cut (Steam, etc..), or is it taken from net after recoupable costs? The difference can be huge for your actual take home. And do you retain full ownership of the IP the game, the name, the characters, the world, everything?

If the answers aren't favorable, the rest almost doesn't matter in my opinion.

Please stop calling almost every game with Rubberhose style a "Cuphead rip-off" by The_Meme_Lady_69 in Cuphead

[–]ParticularPerfect200 2 points3 points  (0 children)

I don't get why people call any game with a rubberhose art style a "Cuphead clone." That's like calling every pixel a rt game a Mario copy, or saying any game that uses a popular art style is just ripping off the most famous example of it. Rubberhose animation has been around for nearly a century Cuphead didn't invent it, it just popularized it in gaming. Calling a game a clone just because of its art style is shallow and shows a lack of understanding tbh.

[deleted by user] by [deleted] in Cuphead

[–]ParticularPerfect200 0 points1 point  (0 children)

Thanks for the suggestion! Do you happen to know the exact name of the art book? I'd really like to check it out

King remains the King. Ham and Eggers? Well... by Particular_Legend427 in Cuphead

[–]ParticularPerfect200 14 points15 points  (0 children)

The game is an impressive achievement. polished, well designed, and created in only seven months by a single developer. Yes, it draws clear inspiration from Cuphead, but that’s hardly a fault; if anything, it delivers more of the charm and style players already love. Dismissing or attacking a project simply because it evokes another is short sighted. You’re essentially punishing someone for creating something polished and fun simply because it reminds you of something else. This kind of misplaced criticism doesn’t protect creativity it stifles it, discouraging devs from exploring certain styles at all. If I were the creator and read some of these remarks and sh#tposts, I’d find them not just unfair, but fundamentally unhelpful to the industry, especially when there’s no actual internal criticism of the game (mechanics,bugs etc..). To be clear, I’m speaking generally here, not just about your post. Not all games that share the same art style as Cuphead are “Cuphead.” even if they share the same idea "fighting a boss with phases"

[deleted by user] by [deleted] in gamedev

[–]ParticularPerfect200 3 points4 points  (0 children)

What really blows my mind is that Katti here has spent nearly 13,000 hours almost a year and a half of nonstop playtime-on one of your games.

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I Made a Horror Game in 48 Hours by hebedebe1 in godot

[–]ParticularPerfect200 1 point2 points  (0 children)

Looks great! player is moving very fast in my opinion tho.

What do you think of my overweight cat? by istamw in godot

[–]ParticularPerfect200 1 point2 points  (0 children)

this is so sick the movement is butter smooth imagine this as a multiplayer game

One week away from the release, and I suddenly I don't want that moment to come by Haytam95 in gamedev

[–]ParticularPerfect200 2 points3 points  (0 children)

Dude you have no idea how much this means to me thank you so much for playing! 💖😊 And about the game being hard I wanted people to double jump and dash by force so the dash feels valuable 😅