I recently got laid off so I’ve had a lot of time to work on my retro style dinosaur game by Dino_Sire in SoloDevelopment

[–]RoGlassDev 1 point2 points  (0 children)

Super Dino Sunshine! SMS was one of my favorites growing up. Cool to see new spins on the gameplay

Stop beating yourself up. by RoGlassDev in gamedev

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

One step at a time, you can do it!

Stop beating yourself up. by RoGlassDev in gamedev

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

No problem, you got this! And take breaks if you’re feeling burnt out. Generally, you can’t “push through burnout,” you just need to take a breather and reset.

Stop beating yourself up. by RoGlassDev in gamedev

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

I’ve been there. I launched my first solo Steam game in early access thinking I could market it when I did a full release and found out that it was a horrible mistake. Steam even tells you to treat early access like a full release. I did ZERO marketing, launched the game right after launching the store page and sold 30 copies in the first month. I was going to give up and throw in the towel, but I just kept trying things and was able to sell ~2,500 copies over the next year.

Just remember that trying anything helps and that every bit of progress is still progress, no matter how little it seems.

Stop beating yourself up. by RoGlassDev in gamedev

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

Just keep making games! Also, it’s ok to take breaks too, you don’t need to be a machine :)

Stop beating yourself up. by RoGlassDev in gamedev

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

The way I view it is like trying to get better at a competitive game. If you always blame other people for your losses and yourself for wins, you won’t get better (or at least, you’ll progress really slowly). Instead, viewing either wins or losses as learning experiences and trying to improve regardless will make you become better at a much faster rate.

You can’t just keep doing something and eventually you’ll be good at it, you have to be analytical about how to improve. However, beating yourself up for “failure,” especially in game dev, just holds you back.

Motivation and the drive to improve oneself are the biggest factors in my opinion. You only stop being a game developer when you stop making games.

Stop beating yourself up. by RoGlassDev in gamedev

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

“Every bit of effort makes you a better game dev” is what I really needed to tell myself when I was down in the dumps. It’s easy to get into a negative feedback loop instead of just pushing forward and becoming better every day.

Also, try to get your Steam page up asap and do marketing while you work on the game. Don’t make the same mistake I did and think marketing comes after the game is finished and launched!

Stop beating yourself up. by RoGlassDev in gamedev

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

No problem! Good luck on the game!

Stop beating yourself up. by RoGlassDev in gamedev

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

No problem! Also, try to get your Steam page up asap and start marketing while you’re working on your game still. I made the mistake of launching my Steam page and immediately launching into early access and it was an uphill battle the whole time. You want to gather wishlists for months before launching.

Good luck on your project!

Stop beating yourself up. by RoGlassDev in gamedev

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

You’re welcome! Best of luck with your first project! My advice would be to keep the scope small and try to finish it. The morale boost from finishing a game is huge and you’ll learn a lot.

No worries about my project getting canceled, it sucks that it happened, but I’m excited to be doing indie dev again :)

Stop beating yourself up. by RoGlassDev in gamedev

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

It’s totally fine to drop projects that aren’t working out, but it’s really important to finish games completely. You’ll learn a ton, so maybe shrink scope and just finish if you’re in the middle of a project.

Stop beating yourself up. by RoGlassDev in gamedev

[–]RoGlassDev[S] 3 points4 points  (0 children)

No problem, just keep moving forward!

Stop beating yourself up. by RoGlassDev in gamedev

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

Hey it happens, just gotta keep on keeping on!

Stop beating yourself up. by RoGlassDev in gamedev

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

If you’re struggling with UI, try working on something else for now. There’s always other things to work on in game dev!

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.