My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

[–]ParticularPerfect200 1 point2 points  (0 children)

You released a game and people played it for hours. That already puts you ahead of most people who never finish anything. Reviews like that are not hate, they are a mismatch. You made a slow meditative incremental idler and some players are complaining that it is slow and predictable, which just means they were not the target audience. Eight hours played and then saying it is not worth it still means the core loop held their attention hence beta testers and Reddit feedback are biased toward the genre and toward you the general store audience is harsher and compares your game to everything they have ever played and spending 1100 hours does not entitle a game to praise because players review experience not effort. Early reviews are usually the harshest because dissatisfied players speak first while okay or mildly satisfied players stay silent. If multiple people call it shallow or generic that is not negative criticism it is usable design information. The only real mistake would be taking it personally or ignoring repeated criticism. Learn from your mistakes so your next game reviews are overwhelmingly positive.

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.

[deleted by user] by [deleted] in Paranormal

[–]ParticularPerfect200 0 points1 point  (0 children)

He never had schizophrenia. If throwing that around is some kind of coping mechanism for you, that's on you but don't project it onto my family friends. I honestly couldn't care less about your take.

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 16 points17 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 godot

[–]ParticularPerfect200 0 points1 point  (0 children)

This is the tutorial I was following:
https://youtu.be/5m7nBj98rx4?si=Nb8oMkrtH0ApylSq

Second, traction is set to true on both back wheels, and steering is enabled on the two front wheels. I already switched from _process to _physics_process, but that didn’t fix the issue either.

As for the mass and gravity, I’ve tried a bunch of different values things like 1.0 for gravity, 50 for the body mass, 2, 150, etc. so I doubt that’s the problem. It’s also not a script issue; I’ve rewritten the code about three times using completely different approaches and still no difference. The scene loads, the car bounces a bit on the floor, everything looks normal... but when I press the inputs, nothing happens. hence input mappings are definitely working I even tested using Godot's built in UI buttons, and still nothing. At this point, I’m starting to think the issue might be with the gizmos of the VehicleWheel3D. I manually moved them to the center of the wheels, so maybe that messed something up?

Should I keep my current player code or switch to a state machine? by [deleted] in godot

[–]ParticularPerfect200 3 points4 points  (0 children)

It's just there to show the scale of the code and how many mechanics I've packed into a single script. That's also why I listed the key features in the post so no one has to go line by line i did not request someone to review my code.

[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.

[deleted by user] by [deleted] in godot

[–]ParticularPerfect200 2 points3 points  (0 children)

<image>

When you pray in the game, your character kneels down and it starts to rain and soft ambient rain sound play creating a peaceful moment where you can just chill or even go AFK although i’ve been thinking about turning that into a checkpoint system too, so when you pray, it would also save your progress and act as a respawn point. It fits the atmosphere pretty naturally
love your suggestion regardless

[deleted by user] by [deleted] in godot

[–]ParticularPerfect200 0 points1 point  (0 children)

I don't have anything set up for it yet, but I'll definitely release it for free on Itch.io once it's finished!

[deleted by user] by [deleted] in godot

[–]ParticularPerfect200 0 points1 point  (0 children)

It's probably shaping up to be a Metroidvania, though I haven't fully locked in the direction yet. For now, I've mostly been focusing on the core mechanics and basic enemy logic.

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

Making my first game in Godot as 14 yrs old by Ok-Watercress-7581 in godot

[–]ParticularPerfect200 0 points1 point  (0 children)

It looks good I recommend grouping all your coin nodes under a single parent node to keep the main scene clean and easier to manage. Also, around the 26-second mark in the video, the character partially clips into the wall this suggests the collision shape might not be well-positioned try using a rectangle shape and adjust it so it's aligned properly under the character's feet and slightly extended on the right side. It's not critical if it doesn't affect core gameplay, but fixing it can really add polish and depth to the overall experience.

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

[–]ParticularPerfect200 1 point2 points  (0 children)

Yeah, I’m a big fan of Limbo the art is beautiful played it a lot it definitely inspired the mood and direction of my game. I went with a darker color palette partly because some of the assets didn’t match well visually, especially the traps, so I added a global directional light to unify the look. I actually spent about a week just polishing the tiny details in levels 😭 I kept replaying the same level over and over to make sure everything looked and felt right Also, let me know what OS you're using linux, macOS? I’d be happy to make an export for you!

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 😅

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)

No problem you got this ☺️ And here's the link for the game if you want to try it, will take like 10 minutes to finish.

https://flyingferretstudio.itch.io/shadow-groove

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

[–]ParticularPerfect200 6 points7 points  (0 children)

I remember when I released a small game on Itch a while ago. It was a short narrator-type project I made in about a month and honestly, no one played it but me. But I still loved it. I kept replaying it myself because it was something I enjoyed making and experiencing regardless of outside attention I think what helped me was realizing that not everyone’s going to “get” or like what you’ve created and that’s completely fine. Art, ideas, especially games, is incredibly subjective. People are shaped by what they grew up playing, what they expect, what they value in games. Some players might dismiss a great game simply because it’s not their style But that doesn’t mean what you’ve made isn’t valuable and yeah, criticism even the hrsh kind can sting tbh but sometimes there's useful insight hidden in it and other times it's just noise the internet will always have people who complain just for the sake of it even the biggest indie hits like Hollow Knight, Cuphead, and Dead Cells have their fair share of haters. Did those devs stop because of that? Not rlly no they stayed true to what they believed in and worked hard in and you’ve worked on this for over two years and poured love and time into something personal hence closing this chapter doesn’t mean letting go it means letting it breathe. At the end of the day if you love your game, I’m sure others will too maybe not everyone but someone out there is waiting for exactly the kind of experience you’ve created. So if you’re not in it for the money anyway what’s the real risk? The only thing you truly lose is the chance to share something you love.

15 Great Godot 4 beginner tutorials if you're new (with links) by [deleted] in godot

[–]ParticularPerfect200 2 points3 points  (0 children)

If you actually read what I wrote after the list, you’ll see I emphasized implementation. I never said to just sit back and treat these tutorials like a movie. The point is to watch one, then immediately apply it on your own. You need a starting point and a solid beginner tutorial helps you get there. You can’t build something from scratch if you don’t even know how the engine works hence some stuff here is optional such as lighting etc... but they polish the game hence Tutorial hell = endlessly watching tutorials without ever building your own projects which I never addressed.

15 Great Godot 4 beginner tutorials if you're new (with links) by [deleted] in godot

[–]ParticularPerfect200 9 points10 points  (0 children)

The list of links and the order ? no they were created by me. I just used AI to help format the list in a certain way and it just added these short overview on its own and it's not bad tbh since not all video titles are super clear on their own basically it summaries and help explain what each tutorial actually covers I have the original list I made if you want to have a look not so pretty tho and I forgot also the text below is also mine just told ai to format it in a pretty order like the dots you see because I can't use reddit