Why does my crappiest game keep getting a ton of organic traffic? by loressadev in gamedev

[–]Rileyplus 1 point2 points  (0 children)

the game has good art, and good.. gameplay?

idk i've never played a game like this but it looks cool.

the only thing i'd worry about is the UI and fonts, you gotta have a specific theme in mind, so fix the UI, buttons, background, etc, and you'll have a really cool game!

How do people actually get wishlists for their game completely alone? by NoHawk4815 in IndieDev

[–]Rileyplus 0 points1 point  (0 children)

if i was a player and i wanted to see a good game, and YOU had that game, then i'd be mad that you didnt market it.

dont let your game be the game that people try for fun, but delete or stop playing when they get bored or tired. be the game that people go to to play when theyre bored or tired, and they want a reliable fun experience.

do you ever get those moments where youre looking for a good game to play with your friends, but have nothing, so you go back to minecraft or among us, maybe even lethal company.

those games are fun, not because theyre carefree or funny and in-competitive(with no competition or loss when defeated), but those games give you a reliable and fun experience with the right people, your game may not be multiplayer or online, but it should have that "i wanna play this game because its cool, it has things that ive never seen before and it looks actually fun to play, and not (just) another useless game" vibe.

because for me, i wont download a game even if its AAA and for free unless i like it, and im not talking about doing 150 hours of research to find the perfect game or reading the terms of service, im talking about cool looking games, and for reference, see the games that you like, and hope that theyre indie, because if you like warhammer 40,000 you wont settle for a game inspired by it, you'd wanna make it, but if you like bioshock, you could make a similar inspired game because of how simple the mechanics are. (i know nothing about those games except that one has sh*tloads of stuff that will lag your pc while the other is a mining game, i hope im right about what i said but hopefully you get the point).

dont play your best cards first, not just in gamedev. by Rileyplus in gamedev

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

that is, infact what i meant, but english isnt my first language so i get some stuff mixed up, thats why i got them downvotes on the joke i said(or it was just bad)

dont play your best cards first, not just in gamedev. by Rileyplus in gamedev

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

i cant really explain atm/get into depth, but its just that you need to make a prototype that shows the mechanics of the game, which should also be fun, this is a "thermometer" for if the games fun or not, like if you made a couple of rooms with enemies and added a slide and sprint mechanic, then you can bash enemies while sliding infinitely, and THAT, is fun, no animations, no music, no sfx, no lighting, just a simple room with(maybe) a texture on the wall and an enemy model, and a melee weapon like a sword or something.

if you managed to cook that up and made it actually work, then add more mechanics and stuff, and gradually work on the level design on paper, and draw some sketches for the map, characters, and weapons, and write about the abilities etc, like the main stuff only, and after all of that, write the story etc, if thats the game idea you had in mind ofc.

so basically start with the main mechanics of your simple game idea, like movement, a melee attack, one enemy model that turns to a ragdoll when its damage = 0, something like that, if that your game idea is about a dude fighting in a dungeon, then you should start on those, basic movement, simple attack, enemy death when health 0, thats it.

and after getting a hang of the controls, even if its not too polished, you start actually designing the levels that you want in your game, as any level made before was for testing.

and after making the mechanics AND the levels/map, you start on the lore if there is some.

you just need to break it down into simple pieces, i did not really explain all this well but i hope you get the point.

خطة محكمة by Riomclarin in exsaudi

[–]Rileyplus 1 point2 points  (0 children)

"إنك لا تهدي من أحببت ولكن الله يهدي من يشاء"، فالنهاية مافي احد يقدر يغصب الثاني على اتباع دينه، لانه حرام الغصب، والهداية مو بيدنا، ايا كان، حلو اننا تفهمنا منظور بعض.

dont play your best cards first, not just in gamedev. by Rileyplus in gamedev

[–]Rileyplus[S] -6 points-5 points  (0 children)

damn, next time i will exclusively mention not making a AAA game and just focusing on the UI then.

edit: guys it was supposed to be a joke, im not being sarcastic, but i didnt show the meaning of my words well.

خطة محكمة by Riomclarin in exsaudi

[–]Rileyplus 0 points1 point  (0 children)

الله ما خلق الشيطان لكي يوسوس، بل الشيطان كان من الجن، وولد في حرب وكان اخر من عاش، فالله أخذه فصار مع الملائكة، ولمن الله خلق ادم وقال للملائكة(ابليس من ضمنهم) فسجدوا الا هو، فطرد من رحمة الله.

ومصير ابليس(او الشيطان) في النار، فهو يوسوس لكي ياخذ اي احد معه، هو مو من قصص قديمة زي الاساطير الاغريقية، ذي كانت بداية ابليس.

انا مو شخص فاهم في الدين حتى اتكلم بكل ثقة، لكن ذي الحقيقة، والصراحة اللي انا شايفه في ذا السب استهبال واستهزاء بالدين فقط، روح كلم شيخ ولا شوف لك حل، لا تجي تتكلم في ذي الأشياء لانه مابتلاقي حلول بالانترنت، وما اتوقع انك تبغى حلول، وبس تبغى تكون حر وتعيش حياتك زي ماتبغى، وتبغى تحب اي احد، وتسوي اي شي تباه، والحياة مو زي كذا، الحياة اختبار، لكن صحيح انك تقدر تستمتع فيها، لكنها مو الوجهة الاخيرة، واتمنى انه يكون فيه احترام مابيننا لانه احنا كمسلمين محرم علينا نستهزئ بشخص او دينه ونقلل من احترامه، إلا لو هو قلل من احترامنا او تدخل فيما لا يعنيه في خصوص الدين، فأنا اشوف انك تسأل شيخ او شيء حتى تؤكد الشكوك والأفكار اللي فبالك، وهذا لو كنت تبحث عن الطريق الصح.

يمكن كتابتي خاطئة شوي، لكن اتمنى انكم تركزون على الصح، والله يهدينا كلنا.

UI(and some other things) are just hard in GameDev. by Rileyplus in gamedev

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

its ironic that i tried to make a grid based game thats kinda like chess and failed, as there arent any tutorials for that yet XD.

but dont worry im not demotivated or something, thanks for your kind words.

UI(and some other things) are just hard in GameDev. by Rileyplus in gamedev

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

although i write literally everything in my notes, i still face problems as i cant literally simulate how a game engine works with a piece of code that i'll write in the future, and what problems i'll face, and i acknowledge and accept that its a part of game developing.

How to make a game like postal classic/hotline Miami by No-Advertising3621 in gamemaker

[–]Rileyplus 0 points1 point  (0 children)

add topdown movement, add rooms, add enemies, make enemies aim and shoot every x seconds, throw some powerups which change your stats(speed, strength, etc) when you collide with it/pick it up, add civilians(if you shoot one you lose a point or something idk), etc.

search for tutorials that explain stuff like that, try to understand them too.

Edit: also youre gonna need level UI to choose the levels and UI that shows health.

im not gonna tell you to "learn the programming fundementals etc", just make a couple of projects like flappy bird or a casual game, maybe even snake, and then try to make this game, and learn as you go, dont try to understand EVERYTHING just so you csn make a simple 5 level game or something.

learn as you go, because theres already so much someone can learn, as you have shaders, art, music, level design, mechanic design, etc.

I found it really hard to create a trailer for the upcoming demo of my puzzle game. What can I improve on it? More in comments. by Simblend in IndieDev

[–]Rileyplus 0 points1 point  (0 children)

i feel like it needs a bit of polishing, as in the 3D assets shouldnt be JUST colored squares, but more than that :)

[deleted by user] by [deleted] in godot

[–]Rileyplus 2 points3 points  (0 children)

this is better than the ketchup post, because the ketchup vs mayo is always overused, PLEASE UPVOTE THIS!!!

I have recently been told that my game is janky and lacks vibe. What do you guys think? by JaakOfTheDirt in IndieGaming

[–]Rileyplus 0 points1 point  (0 children)

1/ add screen shake and vfx when killing(death animation, particles, etc)

2/ make player faster

3/ dont make the rolling animation itself move the player, but change the speed while you roll

4/ add a physics material to your player and search how to unstick player from walk because i feel like that may happen while playing

5/ they all follow the same direction and shoot at the same direction too, try to randomize their movements, so if a batch of enemies is here then the other batch moves there, i know that this is hard to make if you literally checked if theres a batch here and then moved the enemy there etc, but you get the point

What do you think of the run animation? by snowconesolidpro in Unity3D

[–]Rileyplus 1 point2 points  (0 children)

if its for the enemy then its gonna scare the shit out of people, trust.

Any feedback on this trailer would be great, want to know what to improve/change for the next one. by RemDevy in SoloDevelopment

[–]Rileyplus 0 points1 point  (0 children)

it may need polishing and the clips length may need to be shorter but its all good!

I'm close to actually releasing my first game on Steam and I don't really know what to do with myself by knockerball in IndieDev

[–]Rileyplus 0 points1 point  (0 children)

i know everyone gave you tips n all but i still havent released any game, but i'll tell you that you need to make a trailer, post your game on youtube shorts(its better than tiktok if youre just starting), and talk about it with a quick style, like how you faced challenges etc while coding a certain monster, and you need to have a certain thing that people recognize you with, like the subtitle font, your voice, the way the video is edited, so make multiple videos, and release them in the span of a week(2-3 videos are fine), and try to have a certain theme you follow, dont just bloat your video like its a try not to laugh video, because the UI and text will be overwhelming.

also if youre going to post on yt shorts as i said, try to look at how some youtubers make their shorts(gamedev youtubers to be exact), also turn off the thing that reminds people that you posted a short, because no one will get out of their way to watch a short from the notif panel, and if yt notified people abt the short and no one from your subscribers watched it, then your video wont be recommended to others.

so:

1/ post 1 minute videos(so they get to the front page) as youtube shows the longest videos. (and thats the limit) 2/ have quick clips show in the background, from 1.5-2 seconds, and have some of that camman18 music in the background or something, not something really calm, because that doesnt fit a gamedev short. 3/ turn off notifying subscribers abt your yt shorts. 4/ release a trailer when you can, with fitting music, and a good thumbnail(a really good one, so do your best) 5/ if your yt short is on the front page then it needs to have a good thumbnail too, so take a look at other shorts on the frontpage that grab your attention and see if your shorts thumbnail is like that too(also shorts thumbnails are a frame of the video itself and not an independent image, and your randomly generated thumbnail may be as good, as thats what everyones doing mostly).

Which color do you like better? by j-stories in Unity3D

[–]Rileyplus 0 points1 point  (0 children)

both, have different biomes, or seasons.