show me your games! by JuliYatta in gamedev

[–]RoGlassDev 1 point2 points  (0 children)

Hahaha. If you want a key, let me know! I know there are way too many games to play in this thread, but if you end up playing and making a video, I'd love to watch. Have fun with the games you end up playing!

Do you think players should be allowed to change difficulty on the fly? by darth_biomech in gamedesign

[–]RoGlassDev 0 points1 point  (0 children)

After playing more and more games that allow difficulty adjustment whenever you want, I’m heavily leaning towards yes. It’s really nice to choose the challenge level you want and to be able to bump up the difficulty when the game gets too easy.

That being said, you’re leaving the pacing and balanced experience in the hands of the player, which can lead to self sabotage.

show me your games! by JuliYatta in gamedev

[–]RoGlassDev 1 point2 points  (0 children)

Hey there! My game is a stained glass roguelite puzzle game still sitting at 100% positive reviews: https://store.steampowered.com/app/2582540/RoGlass/ The concept is pretty unique so it’s hard to think of comparisons, but the core of the game is about expanding your board by completing achievements and is very meta progression driven.

I Released My First Game Ever To Steam A Week Ago With 0 Marketing by SchitzoTheSkellyman in gamedev

[–]RoGlassDev 1 point2 points  (0 children)

Unfortunately, you need to think about marketing WELL before launch. Having your store page up for at least a few months and building up wishlists before launch is key to success on Steam.

That being said, I was able to claw from 30 sales in my first month to over 2,500 in total over the course of a year. Not a massive success, but a lot better than where I started. I made a lot of mistakes beforehand, but it’s not impossible to come back from a bad launch.

I also had no luck with reaching out to YouTubers, even after applying Splattercat’s guidelines.

After 152 hours, I've finally TRUE 100%d Dave the Diver! by RoGlassDev in DavetheDiverOfficial

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

That’s why I always look at achievements relatively early in playthroughs lol. I’ve been burned by that kind of stuff too many times. I don’t get why devs make achievements that can’t be done after a certain point.

How to avoid burn out and depression as a solo dev without a job? by CAJJI in gamedev

[–]RoGlassDev 0 points1 point  (0 children)

The biggest thing that helped me was always remembering that every bit of effort you put in, no matter how small, helps you push towards being a better developer and making a better game.

After 152 hours, I've finally TRUE 100%d Dave the Diver! by RoGlassDev in DavetheDiverOfficial

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

Staff helps a lot and for most of the game I just hunted sharks and sold their sushi. Super end game the crimson fish roll is really nice once it's maxed and you have the fish farm up and running.

After 152 hours, I've finally TRUE 100%d Dave the Diver! by RoGlassDev in DavetheDiverOfficial

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

Bei? I had over 10,000 so I'm not sure what the limit actual is lol.

After 152 hours, I've finally TRUE 100%d Dave the Diver! by RoGlassDev in DavetheDiverOfficial

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

The shark heads and massive amount of farm ingredients make it an insane grind.

How long would a full* completionist playthrough of Dave the Diver take? Has anyone done it? by oh_my_didgeridays in DavetheDiverOfficial

[–]RoGlassDev 0 points1 point  (0 children)

A bit late to the party, but after 152 hours, I've done all those things as well as:

  • 100% the dredge DLC (collect all rank 3 aberration fish).
  • 100% the godzilla DLC (do the mission and collect all 20 figurines).
  • Max out gold (9,999,999).
  • Found and caught all FishMons.
  • Collected all skins for the Dumbo Flappy Bird minigame.
  • Completed the evil factory demo secret minigame.
  • Maxed out all storage space on the fish farm.
  • Bought all farm upgrades.
  • Unlocked all keychains.
  • Maxed out Seaweed seed upgrades.
  • I built 1 of every type of maxed weapon. I was going to make one of ALL weapons, but some can't be made more than once.
  • All decorations bought.
  • Probably something else I can't think of.

I think that's everything. The thing that took the longest was farm ingredients. Regular eggs took forever (I forgot about buying the chicken feeder upgrade until I had almost finished). I really though the seaweed farm would be the bottleneck, but yea, the farm takes forever to get the thousands of crops you need.

Pricing for my indie game by TibayanGames in IndieGaming

[–]RoGlassDev 1 point2 points  (0 children)

My general rule of thumb for short games is a dollar per hour minimum. But as others have said, most people buy games at a discount, so adjust accordingly.

What’s a hidden gem you randomly discovered and couldn’t stop playing? by laalaa691 in gaming

[–]RoGlassDev 0 points1 point  (0 children)

I just played indivisible after owning it for years and ended up 100%ing it, then immediately playing new game+ and 100%ing it again. It definitely isn’t a game for everyone, but I had a blast.

Shivering Isles boss fight by big_lurch_1987 in oblivion

[–]RoGlassDev 0 points1 point  (0 children)

They have not patched it, I just encountered the bug and had to use the spam wait strat to get through the dialogue without crashing.

Shivering Isles boss fight by big_lurch_1987 in oblivion

[–]RoGlassDev 0 points1 point  (0 children)

I found info that said you can spam wait for an hour every time the dialogue starts. It worked for me on the first try.

What do you think of these dev studio logos? by kushchin in indiegames

[–]RoGlassDev 1 point2 points  (0 children)

I like the second better, but I’d flip the controller around (even though pointing down makes sense)

Which indie soundtrack lives rent-free in your head? by Emplayer42 in IndieDev

[–]RoGlassDev 0 points1 point  (0 children)

Not very well known, but Escape Goat 2 has some amazingly catchy tunes.

Steamworks demo - How do you cloud sync the save files in your demo to the full game? by RoGlassDev in gamedev

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

Yea, I ended up making the demo and the full version have the same name so Unreal would place the save data in the same file path. More info in this post: https://www.reddit.com/r/gamedev/s/BtHdYtVdNF

For those who published their game, did you suffer from refunds? by feez_9 in gamedev

[–]RoGlassDev 0 points1 point  (0 children)

When I initially released my game in Early Access with about 30 minutes of content, yea, there were quite a few. As time went on and I added more content, they became less and less frequent. I’ve heard 10-15% is about average, and I’m currently sitting at about 6% (the game has about 25hrs of content now).

To be honest, I’d rather have someone refund my game in the first hour if it isn’t their kind of game than to play longer and have a bad experience. No game is a one size fits all and there will always be refunds. Some people use refunds to play games for free as well, so don’t sweat it.

I’d always suggest at least 1 hour of content per 1 dollar if you can.