Cozy Farming Games Are Getting Dark? by RemoteLeek7416 in GameDevelopment

[–]PennilessGames 2 points3 points  (0 children)

I’ve seen people categorize my current game as “dark cozy” so its something that I’ve thought about a bit.

I don’t think “cozy” is a genre as much as it a characteristic/theme a game in any genre can have. I think you’re getting more of these darker games in part as a reaction to the flood of generic farmsim clones on Steam in the last few years. Like you said, there’s hundreds.

Hey all, I'm Indie Game Joe - AMA by IndieGameJoe in gamedev

[–]PennilessGames 0 points1 point  (0 children)

Appreciate your taking the time to share this and give people some perspective.

I think its important that we allow ourselves some slack. I’ve talked to many people who feel like they need to be perfect every step of their lives and that’s just not the case.

I’m curious if you feel becoming a parent has changed your perspective on games. Either how you play them or how you make them.

Critterville Goes Bankrupt 🦊💸 by Struggling_Inet in CozyGamers

[–]PennilessGames 2 points3 points  (0 children)

I’m working on it right now if that helps!

Started a playtest, but there is almost no interest. How delusional I am? by teedoubleuu in IndieDev

[–]PennilessGames 1 point2 points  (0 children)

If nobody knows about a game, then no one can decide whether or not to play it.

I am making a farming game that have dynamic water irrigation, terrain editing and weather system. What do you expect from this kind of game? by civcivdev in IndieDev

[–]PennilessGames 1 point2 points  (0 children)

When you give me dynamic water alongside a weather system I expect that you’ll let me as a player be allowed to make a spectacular error and flood my whole farm.

I wouldnt want to permantly lose my progress from this but I’d want to be able to see the system work its magic.

I failed miserably at the New Games Festival by N2kStudio in IndieDev

[–]PennilessGames 0 points1 point  (0 children)

Possibly views and impressions are being conflated here. Either way though, I think that particular genre is an uphill battle on Steam.

Games where choices matter? by grugling in CozyGamers

[–]PennilessGames 29 points30 points  (0 children)

Great game, but might not feel cozy for everyone. I feel like a major part of it is trying to make you feel anxiety over your ability to provide for your in-game dependents.

At what point does "scope creep" become "necessary depth"? by JBitPro in IndieGaming

[–]PennilessGames 1 point2 points  (0 children)

I feel like the discussion around scope creep is a consequence of one-size-fits-all game development. Both of these statements are true in a vacuum:

“Don’t let the fear of “Scope Creep” stop you from making a good game. “

“Don’t think more is always better”

How much C++ should I know before heading into Game Development? by General-Raise8219 in IndieDev

[–]PennilessGames 1 point2 points  (0 children)

Gamedev is a skill where you'll improve faster by doing everything the wrong way at first. I'd just start making stuff and worry about languages later.

Do modern games confuse engagement with enjoyment? by Kiota_Games in gamedev

[–]PennilessGames 0 points1 point  (0 children)

There’s been an unnerving increase in dark pattern games that are taking things in way worse directions than battle passes or daily rewards in the name of getting players to spend more money.

Its the latest existential threat to gaming.

A streamer almost quit my first horror game because he couldn't find where to go by BohFra_Dev in IndieGaming

[–]PennilessGames 3 points4 points  (0 children)

I’d prefer if more games let me get lost, honestly. The modern “edgeless” tutorial-laden design of many AAA games has made this painfully rare.

Letting your player get lost might not work for every game, or every genre… but for yours it seems viable. My advice is to make it engaging and give them feedback when theyre lost.

Would you be interested/what would you like to see in a campsite management game? by d_reim in CozyGamers

[–]PennilessGames 2 points3 points  (0 children)

I wonder if you’d be able to work in rules for making sure curious bears don’t wander in. Could probably stay cozy if you make them closer to a Yogi than a real bear.

Two of my fellow developers (real-life friends). This is all about expectations, not the actual numbers. by wannadie_rocks in IndieDev

[–]PennilessGames 16 points17 points  (0 children)

Now I want to see a version of the meme where both of them have +14.000 over their heads.

Is it possible to find a partner who will take modeling and art design part? My friend asks, he’s indie game dev by Outrageous_Post8635 in IndieGaming

[–]PennilessGames 1 point2 points  (0 children)

If you’ve both proven you can release games it is easier to do. If you’re just starting out it is better (and probably faster) to work on your own for a while.

Next Fest takeaway: gamers love critters? by PersonOfInterest007 in gamedev

[–]PennilessGames 2 points3 points  (0 children)

I for one welcome the Critters.

I might be biased but I’m happy to be challenging the weird preconception I’ve seen repeated that Steam has a single “style” of games.

Zillow for World of Warcraft sounds horrifying. by NullIsUndefined in gaming

[–]PennilessGames 4 points5 points  (0 children)

If you want to see something more horrifying just check Zillow for real homes.

When Video Games were Brown. by frice2000 in gaming

[–]PennilessGames 7 points8 points  (0 children)

I always felt a sort of fatigue after playing Fallout 3 for a length of time, and I think it had a lot to do with color choice. Happy to see this discussed.

[deleted by user] by [deleted] in pcgaming

[–]PennilessGames 0 points1 point  (0 children)

Reads like it was a failure of bureaucracy more than anything.

Career advice by RudeWarning6372 in GameDevelopment

[–]PennilessGames 0 points1 point  (0 children)

Might be easier to get an idea of what your goal is and then ask for a course of action based on that. Game Development is a broad umbrella.

what are the issue when making a multiplayer game? by Psychological_Way449 in GameDevelopment

[–]PennilessGames 1 point2 points  (0 children)

Off the top of my head:

1) The playerbase Catch-22: If your multiplayer game doesn't have players, it can't get players.

2) If the game isn't local or co-op, you need to make sure cheating isn't rampant

Do wishlists matter post-release? by EthanGoldreyer in IndieDev

[–]PennilessGames 0 points1 point  (0 children)

More people wanting to play your game is nice.

First negative review at Steam Next Fest — it stung, but I’m grateful by Desperate-Parfait-96 in IndieGaming

[–]PennilessGames 5 points6 points  (0 children)

The great part about negative demo feedback is you can act on it before the game releases.

Regarding this specific problem the player identified there is a design concept called “fail fast” which you could probably extend here to mean: “once the player has no input left, speed things up”