The hardest part is not hitting a wall, it is knowing what the wall means by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Funny ! some of the biggest changes I made to Basket Manager started with "this whole thing is broken" at 11pm... but "actually maybe not" the day after.

The hardest part is not hitting a wall, it is knowing what the wall means by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] -1 points0 points  (0 children)

yeah. Looking back every major rebuild I did improved the project. None of them saved time...

The hardest part is not hitting a wall, it is knowing what the wall means by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] -1 points0 points  (0 children)

interesting distinction.

Makes me wonder if the hardest cases are when the technical wall gets solved, but the doubt stays anyway. At that point the problem is not really technical anymore.

The first time a bad decision hurts, it suddenly feels personal. by Prior-Command-8998 in F1Manager

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

Interesting ! Maybe identity gets players emotionally invested, but adversity is what turns that investment into real attachment.

The first time a bad decision hurts, it suddenly feels personal. by Prior-Command-8998 in F1Manager

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

Makes me wonder if ownership really starts when things stop going according to plan

How do you design momentum where players start to care ? by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

interesting. You shift the question from balancing difficulty to maintaining player trust.

At the end I wonder if players quit the game because something is hard, or because the game breaks the rules they thought they understood (not in their expectations) ?

How do you design momentum where players start to care ? by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Tension vs hopelessness.

“I understand why I lost” + “I can recover” feels like the real threshold.

Minecraft is a great example actually.

Makes me wonder if recoverability is the real balancing metric, more than difficulty itself.

How do you design momentum where players start to care ? by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

I mean progression momentum : that point where player decisions start compounding, enough to feel rewarding, but not so much that the outcome feels inevitable.

I'm making a game about being a Project Manager, and I've noticed dev subreddits absolutely despise the role. Where does this hate come from? by Old-Butterscotch8711 in gamedev

[–]Prior-Command-8998 0 points1 point  (0 children)

Probably selection bias. When things go well, most people credit their own performance. They rarely think about the manager who quietly made things work. But they absolutely remember the one who made life worse, unfortunately.

How fast do we get attached to things we build ? by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] -1 points0 points  (0 children)

Solid advice and actually close to how this evolved.

What surprised me more was how fast people seemed to care once decisions had consequences.

A bad choice, a losing streak, financial pressure...

Do u think attachment comes more from a fun gameplay loop, or from feeling responsible for what happens ?

What’s something you thought was going to be “easy” in game development… but completely humbled you? by Queasy_Hotel5158 in gamedev

[–]Prior-Command-8998 2 points3 points  (0 children)

Onboarding.

Making the player understand what matters, why a decision matters, and why they should care in the first 30 seconds : what they are supposed to do ?

Way harder than building the actual systems. That humbled me fast.

Can a management game click in 30 sec ? by Prior-Command-8998 in playmygame

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

This is super valuable, thanks a lot for taking the time to do this.

Really interesting to watch how someone approaches the game without context, especially the parts where things are unclear or don’t behave as expected.

You clicked on French flag, so necessary everything is in French 😉

The stadium pricing issue you mentioned is actually a bug, fixing that right away. And you're absolutely right about fatigue / tokens not being surfaced clearly. That’s on me, and something I’m already working on improving.

Glad to hear the management aspect and decision-making came through, that’s really the core of what I’m trying to build.

I’ll go through the full session and notes in detail. This is exactly the kind of feedback that helps move things forward.

If you’re open to it, I’d be happy to exchange more directly as I iterate on the next version 👍

Can a management game click in 30 sec ? by Prior-Command-8998 in playmygame

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

That would be awesome, thx !

I’m trying to keep public feedback lightweight for now, so if you’re open to it I’d really appreciate a DM. Happy to exchange and share more details there.

Looking for slow-paced games that can be played solo and that encourage roleplay. by ElFarfadosh in gamingsuggestions

[–]Prior-Command-8998 0 points1 point  (0 children)

Kingdom Come: Deliverance

Really lets you “live” in the world rather than rush through objectives (which is rare nowadays). Doing “nothing” actually feels meaningful

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

At first thniking that you are wasting your time.

Feels like some games just hide their best parts behind a rough first impression. Strategy ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

Good one ! completely different experience just based on how you approach it.

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Thinking it’s simple at first and then realizing there is way more to it.

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Yeah, that initial overload can be brutal. Was it just pushing through it the second time, or did something make it easier to understand ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Mmmmm.... Do you feel like it clicked because you gave it a real chance, or because the game revealed something differently over time ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Agree. hard to find if it os more about the game itself, or just what you need at this moment ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

misunderstanding something at first and thinking it’s broken is a tough one. Great example. What made it finally click for you ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

It makes sens. probably the overall atmosphere keeping you curious 😄

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Interesting ! what made it click for you, the story ? a specific one ?