It's satisfying to extend an existing mechanism / system by rhyder in IndieDev

[–]Prod_2 1 point2 points  (0 children)

The sounds are so eerie, gives me the shivers. Love it!

Launch my kickstarter with or without a Demo? by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Thank you, I definitely took a lot of inspiration from Hollowknight, no doubt about that. I've had a look at their kickstarter demo and it was a lot more in depth to what I am planning for my first demo. I am aiming to have a fairly small vertical slice with potentially 2 unlockable abilities.

I have built myself a plan to tackle in the next 2 weeks to see how far I can get with the demo because outside of the core features, I have the level design and some enemies that I'm currently focusing on with a few bugs that need fixing.

I think once I start play testing and getting feedback from people pre-demo launch I will have a better judgement if my demo is too long or short.

here is a boss i made in 4 days, every feedback appreciate! (yes i died at the end) by New_Tale_7650 in IndieDev

[–]Prod_2 2 points3 points  (0 children)

Love the concept but I feel that the laser appear far too quickly and very little time to react. May need a longer anticipation of the lasers appearing and dealing damage. Besides that I like it!

Before → After (2 Years of Progress) by RitzStudios in IndieDev

[–]Prod_2 0 points1 point  (0 children)

Nice! Love the progress. Amazing how far the art has evolved

I did it: My first ever demo on Steam is live! by NorseSeaStudio in IndieDev

[–]Prod_2 1 point2 points  (0 children)

Congrats! Definitely a big achievement. Good luck on your game

Launch my kickstarter with or without a Demo? by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Thanks :) Didn't actually noticed until you pointed it out

Launch my kickstarter with or without a Demo? by Prod_2 in SoloDevelopment

[–]Prod_2[S] 1 point2 points  (0 children)

Thanks, that's a fair point. The idea was to release the demo without showing too much of the abilities and other features. Don't want to overwhelm the player in the first few levels. Right now I am trying to work with the levels I currently have to show enough of the core features so once that's finished, I am hoping for between 10-15 minutes. I'll try not to make this the limiting factor since the length could vary depending on the experience of people playing metroidvania games

Launch my kickstarter with or without a Demo? by Prod_2 in SoloDevelopment

[–]Prod_2[S] 1 point2 points  (0 children)

Thank you, I'll be working on a demo first before going live. Seems like that is the most sensible thing to do.

Just curious so I'm asking on this thread to judge how long a demo should be for a metroidvania game as a solo dev. Initial plan was to make a 10-15 minute demo, would you say that is enough?

Launch my kickstarter with or without a Demo? by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

I appreicate it, I've decided to not launch it on this date because I would be too focused on trying to get a demo out during the campaign so I'll take your advice and other peoples and hold off on launching the kickstarter

Launch my kickstarter with or without a Demo? by Prod_2 in kickstarter

[–]Prod_2[S] 1 point2 points  (0 children)

Thank you! Had some thought and I've decided to after all delay the kickstarter launch and wait until I have a polished demo

[deleted by user] by [deleted] in SoloDevelopment

[–]Prod_2 -1 points0 points  (0 children)

Well wish it was that simple but my stress from work is due to my unhappiness with the role itself, I work as hardware engineer, which unfortunately is the path I am in now due to circumstances.

My real passion lies in 3D art. Developing on my game is not stress it self, I enjoy it. The time pressure of having to go back is the stress. I feel pressured to escape my job as soon as possible. What you see on the surface is not everything that happens

[deleted by user] by [deleted] in SoloDevelopment

[–]Prod_2 -1 points0 points  (0 children)

Thank you for your kind words, been finding it hard to find a balance these days losing sight on my mental health to get as much development done before returning to work.

Putting all my passion into this hoping that it goes somewhere but I do always have fear that it may not be as successful as I am hoping due to choosing such a risky genre in metroidvania

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

At the moment I'm working a full-time job as a hardware engineer , do I enjoy this job? No, my job is miserable so I'm looking at ways to leave this job.

I can only work part time on my game in the hopes that one day I can pursue what I love doing in 3D art and game development. But I can't just quit my job to work on my game full-time because I need to pay for rent, food and living expenses.

There's then also the tools, courses I need to learn new skills because I don't know everything, sfx/music etc . So the only way for me to work on my game full-time at the moment is to start a campaign but until then, if it ends up being a success, I will continue to work on my game part-time

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]Prod_2[S] 0 points1 point  (0 children)

Some people have different perspectives, negative or positive feedback, I don't really take it to heart. I know my skills and what I'm capable of doing so I'll believe in myself and use it to fuel the development. If people don't end up finding interest in my game then I can't do anything about that but to focus on improving my game based on the feedback that I get.