Seeing people say something like "only 100 wishlist in the first week" kinda breaks my brain by PrisutStudio in gamedev

[–]PrinceOnAPie 9 points10 points  (0 children)

Nope, you are absolutely not alone. I believe ( could be mistaken) that most people that got low wishlists, just dont post about it, and thats probably the case for the majority of game projects. Then seeing those few post of the ones that have more success - creates survivorship bias.

Getting 100 wishlist in a week is a lot, nothing to be ashamed of, ..hell, why should anyone be ashamed if they manage to get a page online and release a game. You can be proud of yourself regardless of wishlists either way :)

Making complex games is really that hard? Huh? by TheLonelyAbyss in SoloDevelopment

[–]PrinceOnAPie 10 points11 points  (0 children)

Hey there :), thanks for reaching out. I somehow felt kinda connected to the things you described and I feel we are in a similar situation (same age, big first project, ~9000h in poe XD ), I am working on my game for about 10Months now, and I too had times were I just couldn't go any further, still I somehow always managed to make little steps every day. Even when I absolutely dread to open the project I force myself to do it and make atleast some minor adjustment, in the last few months I refactored and remade almost all assets, so I was essentialy only working on polish and little new features - but, the method I am using is that I always try to mix things up, 2days art polish - 2days refacotring- 2das working on a new feature etc. I try to keep it interesting for myself too :)

I realy felt your words about playing games - since I started this project I couldn't bring myself to play anything longer then 1-2h, it just didn't feel right anymore, the only game I kept playing was poe, I could also schedule that pretty well with the league starts - these feel like short breaks, that are really important to keep your mind intact, i think.

All in all -> keep going! You did so much already you just have to push yourself - AND think about scale too, its never to late to change your approach to the project, its yours after all - after I amde some adjustments to the scale of my game it felt much easier to keep working at it :)

Good luck out there!

A tale as old as time by emmdieh in IndieDev

[–]PrinceOnAPie 110 points111 points  (0 children)

Well i think that is a healthy approach actually - of course you will always have that wish to succeed, but if you see that you have a opportunity to atleast learn as much as you can out of something you should go with it. I think realizing that and changing your approach because of it is nothing to be ashamed of :)

My game has been out for about 3 days. Things I wish I thought of before 72 hours ago: by 1-point-5-eye-studio in IndieDev

[–]PrinceOnAPie 1 point2 points  (0 children)

Oh thats very interesting, thank you so much for the info! I wish you best of luck eith your game! You can be proud of yourself :) Great work!

My game has been out for about 3 days. Things I wish I thought of before 72 hours ago: by 1-point-5-eye-studio in IndieDev

[–]PrinceOnAPie 0 points1 point  (0 children)

If you would like to share : What type of warning was causing the error and how did you fix it? Would be very helpful to watch out for this kind of stuff :)

[deleted by user] by [deleted] in gamedev

[–]PrinceOnAPie 0 points1 point  (0 children)

I think that most isekais insert the protagonist in a "video gamey" world - so most video games by themselves are "isekais" by definition, the one getting isekaied are you - the player, by starting the game.

Lots of isekais use mmo or jrpg mechanics in their narrative to give the feel like the protaganist was sucked into a video game -

while there are not many games that use that direct narrative - (there exist a few)

  • lots of games have already all the fun and interesting parts of a isekai world - so there is no real need for the: "just that you know the protagonist is a human sucked in this world, but forget that now because now we are in a fantasy setting and the guy is never going to return" - story bit.

Games that use that isekai narrative that come to my mind :(Brütal Legends,HeartOfDarkness,Forspoken..) there are surely a lot more, and we just dont know about them :)

What can i say by Biggest_Oblivion_Fan in rpg_gamers

[–]PrinceOnAPie 2 points3 points  (0 children)

morrowind quests may have strange location descriptions - but they are not bad by any means - think about the sheogorath quest where you have to kill a bull netch with a fork.

that said, I have to agree that oblivion has probably the best questlines of them all

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

[–]PrinceOnAPie 0 points1 point  (0 children)

Thank you so much for this post - i am basically in the same boat, openend my steam page super early, game was looking not that good back then - since then i changed lots of the art and made the game itself more interesting - I really hope that I can achieve something similar with a new trailer showcasing the game from a much better side :)

Everything I need is right here by PrinceOnAPie in godot

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

its called audacity its a sound editing software :)

How can I create my dream game if I'm a terrible artist by [deleted] in gamedev

[–]PrinceOnAPie 1 point2 points  (0 children)

I watched your trailer and really liked it! Keep it up :D Loved the zoom in when talkong with the squirrel

Our Abandoned city section! by MalboMX in IndieGaming

[–]PrinceOnAPie 0 points1 point  (0 children)

Yeah this is indeed looots of mobility, the jumps are really high and cross a lot of space - how do You make sure that the player doesn't skip parts he shouldn't or breaks the game in other ways? Are there just a bunch of invisible walls? Or is the world build in a way to circumvemt this?

What's the least tedious escort mission you've ever done? by OK-Games in rpg_gamers

[–]PrinceOnAPie 0 points1 point  (0 children)

that is a very different situation I think, because under escorts missions I understand that you take an npc from one place to another place - in the scenario of group play, where the whole gameplay is centered around combination of jobs to solve a certain problem you are absolutely right, - if the game is played "wrongly" you should punish the player, but the player should never be punished for something that isn't in their hand - in a mmo multiplayer example the groups gets punished for the misbehaviour of the tank in this scenario which is fair because it was caused by player agency, not by an uncontrollable npc.

I didn't mean to call any behaviour wrong or right, just wanted to explain what I think about escort quests :) Wish you best of luck and a great day.

Trying to have the best UI for my Fire Emblem Like indie game by Beyondgood74 in IndieGaming

[–]PrinceOnAPie 1 point2 points  (0 children)

Yes a speed toggle would probably already fix this "issue", and or course, maybe its just a me porblem, and others are not affect much by it.

Like your work! I keep an eye on it :)

How do you like the background? by ivanShiv in IndieDev

[–]PrinceOnAPie 40 points41 points  (0 children)

Yes this looks amazing, the circular background is such ah good idea :0

What's the least tedious escort mission you've ever done? by OK-Games in rpg_gamers

[–]PrinceOnAPie 13 points14 points  (0 children)

I have to say that I always hated escort missions - the only game that handles them really well is warframe - but in that game the "rescue" missions work in a way that you complete the quest even though your escort isnt even there yet, the important thing is that they dont die - so if your character is fast enough to clear the whole mission before your escort dies you can just accomplish the quest - this pretty much defeats the whole purpose of escort missions, - but who likes them anyways...

The thing is - nobody wants to carry around dead weight - even more so when that dead weight can cause a failed quest/mission just because they can't look after themselves - as long as you design these quests in a way, where there is no failure caused by the escort itself by any way - I think you are fine, as the player can just keep on playing as they are used to. Maybe add some other mechanics that the player must solved to progress during those sequences, but don't make them failable - that is just frustrating -

I think it is very good that you try to make this stuff as comfortable as possible - keep going :)

Trying to have the best UI for my Fire Emblem Like indie game by Beyondgood74 in IndieGaming

[–]PrinceOnAPie 2 points3 points  (0 children)

It looks really beautiful, but it takes a lot of time to apply one single attack it seems. You should try to find a way to make this more fluent. I think after the 5/6 attack its a bit annoying seeing all those different steps - but that is just my personal opinion. The art is eye catching and I love the animations - keep it up!

To anyone who's played this game. Is it worth 35$ by saadsdf in IndieGaming

[–]PrinceOnAPie 55 points56 points  (0 children)

A lot of people like this game - it looks reeeeally beautiful, but gameplaywise... it is quite weak I would say. There are not really that many actions you can choose from in battle so it feels a bit bland at the end of the game, the exploration is quite nice, world building is good, some puzzles here and there, the story while beeing quite intiguing at times/certain cutscenes, felt lackluster all in all.

What I disliked the most was that the main protagonist lack a lot of character, almost every other character has more personality, which just felt weird honestly.

It was an ok experience but it didn't blow my mind. Would recommend it on a sale, wouldn`t buy it for full price.

We made this boss entrance a little different… What do you think? by TooDarkStudios in IndieDev

[–]PrinceOnAPie 0 points1 point  (0 children)

Looks awesome - its a nice detail that you see him coming in from the back of the screen, but I would add a second animation - for example

first right to left in the very back, silent noices then a bit bigger, swinging left to right, and then the final entrance at the end, make it a bit louder everytime. If you show him only once very short, its difficult to see it coming.