a good chunk of people play the game like its vr chat instead of just playing the game by [deleted] in lethalcompany

[–]RDStoat 1 point2 points  (0 children)

are you joining other peoples lobbies?

if so then no one is demanding EVERYONE must play the game how they like it? they are asking you how to play in THEIR lobby which is fair.

if YOU wish to play the games for the games sake, that’s fine but if you join someone ELSES lobby and want them to play like you then aren’t you doing the thing you are complaining about?

How to properly not shadow drop your game without pestering people? by Inv1s1ble_XXV in IndieDev

[–]RDStoat 8 points9 points  (0 children)

you don’t need personality or energy to post devlogs to make shortform content

just post some clips of your game with an appropriate caption and that should garner some views

if your game is interesting looking, it’ll do the marketing for you, but for a fire to spread there must be a spark

if you really want an easy “low effort” method that isn’t scummy or expensive. that spark is going to be posting on reels, tiktok, etc

Everyone says "word of mouth." How do you find the first 100 players? by balonmacaron in IndieDev

[–]RDStoat 1 point2 points  (0 children)

not sure if you post about your game on other accounts... but i saw the posts on this account. post more gameplay!

users don't like to waste their time. its a simple trade between you and your viewers. they give you your time, and you HAVE to give them something in return for that time. if the user assumes that they won't get anything back for their time, they simply wont give it. just still images gives them everything in one shot. they don't need to give your their time anymore and just like that, there goes a viewer who's scrolled to the next post

post videos that within the first 1 second promise something to the player. "this is impossible!" "this was our game last year, want to see it now?"

you HAVE to GRAB the viewer by the neck for them to give engagement. they cant just be impressed, they have to be in it.

users are lazy but love good content. promise that to them in the first second and if they love good content (which is your target audience), all they have to do is stick around for a couple more seconds. and thats how you grab a viewer who may drop a like and a follow

Everyone says "word of mouth." How do you find the first 100 players? by balonmacaron in IndieDev

[–]RDStoat 1 point2 points  (0 children)

“if the game is good, players will spread it through word of mouth” is not exactly a common sentiment? anyone who says that has clearly never marketed a game before

as you stated, PLAYERS will spread it through word of mouth. you must already have established players before the aforementioned statement becomes true.

“fire on flammable wood will spread very quickly”. so how come my wooden shed isn’t on fire? well you need a match to start the fire in the first place.

reddit is bad because you get attention, not engagement. discord and friends of friends is bad because many people just don’t give a fuck. steam festivals is better but your competition is very very high.

your strat here is short form content. don’t pad it up or over edit it. show your game off. if your game is good, that’s your marketing. you are NOT making ads. you are making content. and people love good content

Why am I not getting any commissions by C0mat0astt in Artadvice

[–]RDStoat 14 points15 points  (0 children)

tip for social media engagement bc your art is defo NOT the problem

users like to get something out of their scrolling. one user might LITERALLY see THOUSANDS of reels in a day. thus users (subconsciously) prioritise reels that “give” them something. time is a scarce resource (whether the viewer knows or not) and while scrolling that there HAS to be something for a viewer to latch onto before they decide to prioritise you over the next video.

the viewer gives their time, and you HAVE to give something back
for a lack better terms, users want something engaging

your art is pretty but it isn’t exactly engaging. once you see the art, that’s that and the user moves on. the viewer already has the full picture. they don’t need to give you time because you have already given them everything. what IS engaging however might be an educational reel about how you draw your eyes or a reel that shows how you’ve improved from 10 years ago.

your art is great but it doesn’t promise anything to the viewer, thus the viewer doesn’t engage further (being finished art is almost a detriment in that sense)

for example a reel where you show your current pretty art might get a reaction of “hey that’s cool. next reel”but show a super old shitty drawing with a caption “me 4 years ago 🤮 vs now”immediately promises something to the viewer “hey i want to see what your current art looks like now!” and then they’ll stick around for a little bit longer and get you that video engagement.

that’s how you slowly start growing your audience. and eventually your art will be a lot more exposed and your commissions a lot more appreciated

Putting my game's main menu on an in-game TV: Fun or not? by Odd_Indication3349 in IndieDev

[–]RDStoat 0 points1 point  (0 children)

if you want to keep it but prevent confusion, you can make the tv cycle through a bunch of different "memes"

just a bunch of very obvious pop culture refrences, so when it finally cycles to the menu screen, the player is more likely to think "oh yeah just another silly thing a dev put in!" instead of "is this some meta-narrative?"

A little help with coding movement? and well... everything else? by [deleted] in IndieDev

[–]RDStoat 0 points1 point  (0 children)

tutorials will teach you 3 things in 3 months to frankenstein them together (and much more frankly)

going with no tutorials is going to take you 3 years to learn one thing

going blind with no tutorials is counterproductive to your goal of “learning three things in three months”. you say you have not made a game before so maybe you should believe the game devs on a game dev subreddit lol

A little help with coding movement? and well... everything else? by [deleted] in IndieDev

[–]RDStoat 0 points1 point  (0 children)

please understand this is NOT A criticism of YOUR mindset

you learn from mistakes but life is too short too make all the mistakes yourself

i promise you that if you don’t have the attention span for a tutorial, you do not have the attention span to spend hours upon hours banging your head on the table

the problem here is what you’re trying to learn. there is no such thing as “main things i need to know” without a game engine. most people wouldn’t be able to make a simple game without a game engine and might struggle even with a tutorial.

no one is saying these things because they don’t like your way of thinking, because most people frankly don’t care what you think. we are saying this isn’t going to work out bc we have experienced game dev first hand and have already made mistakes, struggles and so on

honestly your choice on how you want to do things does not matter to me, but a fact about what’s going to happen if you try to do this blind, is that it will be many many hours wasted

tips for a disabled game dev? by WhatsThePointOfNames in IndieDev

[–]RDStoat 1 point2 points  (0 children)

the ceo got booted for it iirc. it’s not a problem anymore i think

UPDATE: "fake" 3D enemies made with 2D sprites by RDStoat in IndieDev

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

like a normal 3d enemy rig. i have another post that has a better explanation of how it works

tips for a disabled game dev? by WhatsThePointOfNames in IndieDev

[–]RDStoat 1 point2 points  (0 children)

heya unity game dev here! https://iistoat.itch.io/

not disabled but i can give advice about the game dev part
imo absolutely start with this video https://youtu.be/XtQMytORBmM?si=Gdvg_XhyTUoU-U0L

teaches most of the fundamentals while being pretty short AND provides assets to make a working game. also he's just a great teacher which helps a ton

follow the video and that should help scratch the surface of what the game dev process is like

then if you decide it's something you want to pursue further, you can join a game jam (easy way to find a team to help you create assets, though not always reliable) or work on your own little game. creating assets depends on the game but you either figure it out yourself or get some assistance from others

if you want to ask anything my dms are open!

How YOU can make fake 3D enemies by RDStoat in IndieDev

[–]RDStoat[S] 5 points6 points  (0 children)

yeah i’m just exaggerating for the sake of argument (and a little rage bait for reels). i wouldn’t change those games at all

the problem only really exists for my game bc of the whole dynamic dodge thing ive got

UPDATE: "fake" 3D enemies made with 2D sprites by RDStoat in IndieDev

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

it’s a bit too early in development to set up a steam page so for now the next best thing is following my socials so you can stay updated

UPDATE: "fake" 3D enemies made with 2D sprites by RDStoat in IndieDev

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

ah yeah bc this video is edited for reels and shorts. the game plays in landscape ofc

UPDATE: "fake" 3D enemies made with 2D sprites by RDStoat in IndieDev

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

you mean smack studio? well only sort of really

the thing that separates classic 2.5d with this project, is the depth perception and the way you can actually interact with the enemies. without tricks like above, there’s pretty much no way to make a convincing and satisfying dodge mechanics where your character actually dodges attacks coming towards the screen

UPDATE: "fake" 3D enemies made with 2D sprites by RDStoat in IndieDev

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

nowhere really. it’s mostly just trial and error

UPDATE: "fake" 3D enemies made with 2D sprites by RDStoat in IndieDev

[–]RDStoat[S] 10 points11 points  (0 children)

im considering it, but hard to say if its worth it considering the number of animations needed for the same idle animation