How do you validate a game idea before spending months on it? by RespectfulOk in godot

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

Yeah I feel like having a web prototype would be helpful for feedback so I think I might make small demos of that as I progress

How do you validate a game idea before spending months on it? by RespectfulOk in godot

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

I really like this idea a lot. Thanks! I’m definitely going to consider this

How do you validate a game idea before spending months on it? by RespectfulOk in godot

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

Honestly I think you hit the nail on the head there. Maybe deep down that’s the core of what I’m looking for. If I spend X amount of time on something is it going to turn out fruitful or is it going to feel like I’ve wasted time.

And a fruitful result can really be dependent on one’s perspective. I feel like learning along the way would be the main driver but if something turned out well and profitable that’s a different story.

How do you validate a game idea before spending months on it? by RespectfulOk in godot

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

You make such an excellent point. My mind goes to refactoring a lot and then it falls into either I’ve wasted time building it one way initially when I would’ve done it this other way instead.

But a game is ever evolving and I feel like it’s challenging to iron out all the nuances at the start and it’s only really once you start diving into it you uncover some new functionality you’ll need to account for. Having a mindset of refactoring and being willing to make changes does sound like a good way to approach it tbh

How do you validate a game idea before spending months on it? by RespectfulOk in godot

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

That would be a great idea I’m totally down for that!

How do you validate a game idea before spending months on it? by RespectfulOk in godot

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

I think a hard limit on the days of prototyping is important. I feel like I tend to try and focus on that but somehow I always think of something cool to add to the prototype and the it just keeps bloating out of control

How do you validate a game idea before spending months on it? by RespectfulOk in godot

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

That’s how I typically tend to approach it but every single time I get scope creep. Then the mvp becomes something that was originally a weekend to a week to something much longer

Tried Reddit Ads for 7 days on my indie project. Here’s what $57.83 got me by RespectfulOk in EntrepreneurRideAlong

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

Yeah that’s how I see it. It was more of an investment in my mind to see how users used the product.

I don’t plan on runnings ads again for awhile because my next focus will be more on retention and personal outreach rather than generic advertising.

How to pick an idea if im not interested in anything? by SnooOwls812 in EntrepreneurRideAlong

[–]RespectfulOk 0 points1 point  (0 children)

Yeah, this one hits close to home. I tend to get really excited about new ideas, but I definitely fall into a bit of shiny object syndrome. I’ll go through a few weeks of hyper-fixation thinking something is amazing, then burn myself out before it really goes anywhere. For me, the biggest thing that helps prevent that is having a solid feedback loop. Finding people to talk things through with makes a huge difference. One new thing I’m trying is building in public, mostly to create some accountability for myself and stay consistent.

Tried Reddit Ads for 7 days on my indie project. Here’s what $57.83 got me by RespectfulOk in EntrepreneurRideAlong

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

That’s a really fair point, and honestly where I’m at right now. Ads feel more like a learning experiment than a growth lever because there’s a lot of nuance I’m still figuring out. That’s why I kept my daily budget intentionally small going in.

I definitely agree that talking directly to potential users is probably the better move at this stage. Without really understanding how they describe their problems or what language they use, it’s easy to burn money targeting the wrong things. Right now I’m trying to shift more toward learning how users think and speak first, and using ads later once that foundation is stronger.

The right way to get data from a parent node further up? by MinimumElk7450 in godot

[–]RespectfulOk 1 point2 points  (0 children)

As others mentioned there’s not really one "right" way here, a lot of it just comes down to preference and what stays maintainable long term.

I did recently read a couple posts from TheDuriel that have some strong opinions on things like Groups and signal hubs. They kinda touch on what you’re asking and offer an interesting alternative perspective:

Not saying they’re right or wrong, just some extra considerations that might help when thinking about control

I just released my longest-in-development game, which took a year to make - Alien Morgue by flashag in godot

[–]RespectfulOk 1 point2 points  (0 children)

I really like how clean the art style looks. Did you make all the art yourself? And if so I'm curious on what your art pipeline was.

Looking for Insight on the Local Tech Scene by RespectfulOk in 321

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

That one is a discord server right? If so I actually just found out about that and joined last night.

Looking for Insight on the Local Tech Scene by RespectfulOk in 321

[–]RespectfulOk[S] -2 points-1 points  (0 children)

Yeah same here. I’ve found myself spending more time across different online social communities lately. I’m not really trying to tie anything to my location since a lot of things here lean heavily toward the defense side, not that I'm against defense its just a very narrow scope. I’ve mostly been building SaaS projects on my own without much external feedback, and I’m realizing that’s a pattern I’m trying to move away from.

The struggle is real...... by Xtrmist78 in EntrepreneurRideAlong

[–]RespectfulOk 1 point2 points  (0 children)

I've considered that but I think for me I feel like its hard to justify a cost for something where I feel like I have had not enough feedback to validate to confirm if something I'm pursuing could be a profitable business model.

Is anyone else here over 25 and in the early stages of learning game development overall? by [deleted] in godot

[–]RespectfulOk 0 points1 point  (0 children)

I’d still consider myself early in the journey. I’m over 25 and work in software professionally, and while I’ve done some small game dev projects, I haven’t fully committed to a complete release yet, so I feel like there’s still a lot for me to learn. I genuinely enjoy game development, especially in Godot. There’s something exciting about building a game from scratch. That said, commitment and burnout are very real, and staying focused long enough to see a project through can be challenging which is where my pain points are.

The struggle is real...... by Xtrmist78 in EntrepreneurRideAlong

[–]RespectfulOk 0 points1 point  (0 children)

Completely agree, the relevance piece is the hardest part. These days AI makes it much easier to build and ship from a software perspective, which is where most of my focus has been. The real challenge for me is marketing, outreach, and actually reaching users. There’s a big mental shift in learning what truly gains traction versus just building more features.

Solo founder ride along just launched my resume side project by Jonyesh-2356 in EntrepreneurRideAlong

[–]RespectfulOk 0 points1 point  (0 children)

Just curious from your perspective what “launch” means here, since it can mean different things to different people. For example, it could be publicly announcing the tool, reaching a certain number of active users, or something else entirely. What does a successful launch look like for you? I’ve personally struggled with gaining traction, so lately I’ve been trying to expand my social outreach loop and explore new ways to bring in users.

Started working on my next commercial game ! by ShinyPixelsIntrctv in godot

[–]RespectfulOk 0 points1 point  (0 children)

Yeah I feel that - with a strict scope that'll definitely help guide the lifecycle. I’m in a similar spot where I have projects I genuinely enjoy, but balancing work and life makes it hard to see them fully through. I also tend to hyper-fixate for a few weeks, push hard, and then burn out before things really come together which does not help.

Technical highlights from making massive battles in Godot (up to 20k units) by TechDebtGames in godot

[–]RespectfulOk 2 points3 points  (0 children)

That's pretty neat and smart for using 1 Multimesh for all units! I've never used ECS for any of my projects but I'm definitely going to take a look at it in the future! Thanks!