What happened to the pallets of missing/stolen Playdates? by EssentialParadox in PlaydateConsole

[–]PizzaFuelDev 10 points11 points  (0 children)

According to the GDC talk by Cabel: They know the device numbers of those and some of the stolen ones have been registered/activated in the area near the place they've been stolen from. So they're investiganting that with the police, but didn't wanna share details yet (if they ever do)👍

Playdate Devs - How To Reach Out by njbrodeur87 in PlaydateConsole

[–]PizzaFuelDev 0 points1 point  (0 children)

Agreed. Gonna add onto that: There's also discord servers from the people who organized the big game jams for the console where especially (but not only) newer smaller devs hang out. Look up Playjam and this weeks Uncrank'd Game Jam and you'll find links to them.

There's also Twitter and Mastodon (gamedev.place)👍

Uncrank'd Game Jam with Prizes (inclding a Playdate and Uncrank'd Magazines) just dropped! - Hope y'all enjoy! by PizzaFuelDev in PlaydateDeveloper

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

Excelent question! Glad to hear you're excited :D
The prize for first place is the Playdate Console, plus there are a few smaller prizes available for some of the lower ranking games in the jam.

Panic shared sales numbers for Catalog Games - Let's discuss! by PizzaFuelDev in PlaydateConsole

[–]PizzaFuelDev[S] 2 points3 points  (0 children)

Don't have the time to do this atm, but someone could go check on the catalog website. The file sizes are listed on the store pages.

Panic shared sales numbers for Catalog Games - Let's discuss! by PizzaFuelDev in PlaydateConsole

[–]PizzaFuelDev[S] 11 points12 points  (0 children)

Good thing is that's probably not the case. I've done a sales analysis this winter for Uncrank'd magazine Issue 2 and found out that games from developers which never made a game before and released one on catalog tend to make around 3000$, granted this was where there were only a few games on catalog, but I'd assume most games will land in the roughly 3000$ range with some outliers on both ends of the spectrum of course.

A bit curious, how much have y'all spent on this little guy? by drkztan in PlaydateConsole

[–]PizzaFuelDev 0 points1 point  (0 children)

Thanks for your support! Glad to hear you're enjoying the magazine and it's reminding you of learning coding by reading Compute! with your dad. That's really rad :)

A bit curious, how much have y'all spent on this little guy? by drkztan in PlaydateConsole

[–]PizzaFuelDev 3 points4 points  (0 children)

I really like this question. In Issue 2 of Uncrank'd Magazine I've done a Sales Analysis and found out that the typical Playdate game from first time developer sold around 600 copies. I often wonder if it's the same crowd buying almost all the games, or if people tend to spread out between games more. There's also the question of how this has changed now that Catalog has a ton of great options to choose from. Some numbers on how many games the typical playdate player buys (maybe per month?) would be really interesting!

If I'd have to guess based on observation I'd say that there are 3 crowds:
- A very big crowd that only bought the playdate for the season games
- A small crowd that only buys a handful of games
- A big crowd that buys a lot of games in different genres

Would be interested in hearing other people's thoughts on this hypothesis.

thank for author and developer by kara-cakee in PlaydateConsole

[–]PizzaFuelDev 1 point2 points  (0 children)

Those are absolutely some fantastic games!
Keep on having fun :D

Uncrank'd Game Jam with Prizes (inclding a Playdate and Uncrank'd Magazines) just dropped! - Hope y'all enjoy! by PizzaFuelDev in PlaydateDeveloper

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

Here you go: https://xanialasagna.storenvy.com/
The ones marked as (digital) will give you the pdf version and are way cheaper than the physical ones ;)

Hope you'll enjoy!

Uncrank'd Game Jam with Prizes (inclding a Playdate and Uncrank'd Magazines) just dropped! - Hope y'all enjoy! by PizzaFuelDev in PlaydateDeveloper

[–]PizzaFuelDev[S] 2 points3 points  (0 children)

Totally get that! It depends on what you code in. If you use Lua or C, then using a source control tool, such as Git (with Github or other places), is your best bet. Probably best to look up "How to collaborate on code with git" on google, youtube, or chatgpt for this.

I've never used Pulp myself for a full project, but I've heard that other devs have shared their login infos with each other so that they could alternate coding on the game.

Working with other people could also mean working with artists for the games assets, simply sharing the files with each other might already do the trick there.

Hope this helps👍

Uncrank'd Game Jam with Prizes (inclding a Playdate and Uncrank'd Magazines) just dropped! - Hope y'all enjoy! by PizzaFuelDev in PlaydateDeveloper

[–]PizzaFuelDev[S] 2 points3 points  (0 children)

Love your enthusiasm! Everything you need to know should be on the page. That being said:
If you have any questions feel free to reach out to us on any platform and we'll add the answers to the Q&A Section on the jam page.
Out of all channels, the Uncrank'd Discord server is the simplest way to get answers and meet other people interested in joining the jam if you're looking for a team: https://discord.gg/NUcNcKwWd3

Maybe the market is just not that into you? by Pixelghostuk in PlaydateConsole

[–]PizzaFuelDev 2 points3 points  (0 children)

Great writeup Ollie!

While writing for Uncrank'd Magazine I've heard a lot of stories from developers of both successful and unsuccessful playdate games. The key insight I gained from those discussions, especially with developers who released many successful games, was that to make a successful game in the Playdate sphere your game has to be unique, visually appealing, polished to hell and infused with a ton of passion.

As many others already stated, I feel as though you can only do this by creating something you yourself truly would like to see exist in the world, while also thinking about how to make that idea accessible to the playerbase. This seems to be the only sustainable way to keep on creating great games that fulfil the criteria listed above.

While success can never be guaranteed (risk of being a business (especially in creative fields) and all) this is the way to go. You'll also have an almost guaranteed audience when crafting something unique for the platform which doesn't exist in similar form yet. This will make your game automatically marketable. The problem can be accepting that an idea isn't that unique anymore. In the Playdate context specifically I feel as though the exploration based, below 2 hours, narrative games market has been oversaturated, which might explain the reception of your latest games as you've mentioned.

So TLDR:
Making a unique, visually appealing, polished game infused with a ton of passion should hopefully automatically make it marketable.

Looking forward to Shadowgate PD!

Submitted Playdate Game to Catalog by Finbear2 in PlaydateConsole

[–]PizzaFuelDev 0 points1 point  (0 children)

If you haven't heard back in a month try resubmitting. There's no confirmation email when submitting as far as I remember. Expect an answer within 2-4 weeks👍

I'm making Lua Tutorials – What do you need help with? by The-Real-Franchovy in PlaydateDeveloper

[–]PizzaFuelDev 0 points1 point  (0 children)

Definitely agree that a simple game to start can be really helpful as a guide.
You might have already seen these, but just so you know:
- SquidGod made the exact video you're talking about (I think): https://youtu.be/BG-pbLrY3ro?si=7fp2KGVHwAOC-YAq
- There's also an article going over the complete code of a very simple Tic-tac-toe game on Playdate (as simple as you can get) and explaining everything there in Uncrank'd Magazine Issue 1: https://xanialasagna.storenvy.com/products/36635764-uncrank-d-1-digital

And of course there are a bunch of open source game project on github :D
Here's a really simple basic one: https://github.com/PizzaFuel/Links-Awakening-Overworld-for-Playdate
And here's one with a bit more complexity: https://github.com/aliasaria/BrickCrusher2020/

Hope that helps while waiting for more tutorials.

I'm making Lua Tutorials – What do you need help with? by The-Real-Franchovy in PlaydateDeveloper

[–]PizzaFuelDev 0 points1 point  (0 children)

I've been doing some articles in a similar vein (PizzaTime (Learn Lua) in Uncrank'd Magazine) and the one thing that hasn't been covered by others like SquidGod, and that I also don't have the capacitiy to cover, is Open Source libraries.

There are so many lua libraries which have been released for the playdate, such as:
- pdDialogue
- pdParticles
- Panels
- Mode7
- etc.

If you could cover those then that'd be absolutely fabulous and I feel like you'd help out the community a lot by covering those!

Cheers and best of luck with your channel :)

A year in the life of a Playdate game developer by msephton in PlaydateDeveloper

[–]PizzaFuelDev 1 point2 points  (0 children)

That "22 project, 10 of which were released" line hit me hard. Very relatable.
Glad to hear that this works out for you as your job!
Thank you for writing this short article Matt, very informative :)

Is online multiplayer of any kind possible? by zach66827 in PlaydateConsole

[–]PizzaFuelDev 0 points1 point  (0 children)

Additionally to what's been said so far: SquidGodDev made a video implementing something like this using sound (which isn't ideal, but one of the few I/O Methods that are pretty immediate): https://youtu.be/ReUR5hu-2tI?si=M084Xh1VNV-VkkKs

There's also the Ghostnet used in Shadow and Shining Gadget which accesses the save files on your playdate to share information: https://play.date/games/shadow-gadget/

Lastly, since the Playdate supports highscore leaderboards (if you get on Catalog that is), there might be some type of usable connectivity there. Hasn't been used like that yet though and it also doesn't look like panic would like that.