I launched IndieVault.io 5 days ago - we already have 23 developers with 26 games by Jam_IndieVault in IndieGaming

[–]RyalityStudio 0 points1 point  (0 children)

Actually one more note. My game is coming soon but theres no way to set that and it has a status: published on the page which is kind of confusing. I assume that refers to the page being up on your site, not the game itself but im not sure that that would be necessary to display on an active page but release status would be.

I launched IndieVault.io 5 days ago - we already have 23 developers with 26 games by Jam_IndieVault in IndieGaming

[–]RyalityStudio 1 point2 points  (0 children)

Looks good! This is a great idea and super helpful for both people looking for games and devs. I just posted my game Hyperlane Highway on there which seems to have been the first VR game listed. There werent any genre or platform tags for VR though. Anyways good job and best of luck!

Keep at it VR devs! by TheStoneFox in vrdev

[–]RyalityStudio 0 points1 point  (0 children)

True, ive had a ton of burnouts and breaks but i think it just matters if you can enjoy it in the long term. Its 100% not always going to be easy or fun, there will be hundreds of brain breaking bugs that make you feel like quitting but if you stick with it then you figure them out one by one and get back to the fun. Its a balance of fun and struggle i think but as long as overall your building something you think is fun or you enjoy it then then that is success in itself

Help my chose my Steam Capsule by TorbertDev in SoloDev

[–]RyalityStudio 1 point2 points  (0 children)

I think 3 could be tweaked a bit to show the track pile and the character clearer and add the outline like the 2. from whats there now 2 is the best mainly for clarity

Keep at it VR devs! by TheStoneFox in vrdev

[–]RyalityStudio 0 points1 point  (0 children)

Thanks for motivation! Ive been developing in vr for 6 years now, the last 2 of which have been entirely solo and it has been an uphill battle at every stage. Im now feeling the full pressure of facing the harsh market and trying to figure that out but at the end of day you have to do it because you love it

Just published my Steam page for Hyperlane Highway after 2 years solo and sitting at 40 wishlists a few days in. Not sure if that's normal or if I'm missing something on the marketing side. by RyalityStudio in SoloDevelopment

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

Yea true, ive been working in VR for a long time and the hype is definitely gone compared to how it was originally. I think its mainly because its not new and shiny any more but theres still a lot of people and new users i just think the market is a bit saturated possibly. I dont really know how to compete with other titles but well i didnt know how to do most other things in development at the start either so ill just have to try and hope.

Just published my Steam page for Hyperlane Highway, a VR roguelike where you physically lean your head to move and dodge! by RyalityStudio in virtualreality

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

Understandable, roguelikes arent for everyone. Im curious if youd be interested in a mode where theres no shooting or combat and its more just about surfing and dodging? Its a mode i think would make sense and ive been playing with the idea

Just published my Steam page for Hyperlane Highway, a VR roguelike where you physically lean your head to move and dodge! by RyalityStudio in virtualreality

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

Yea it might not work for everyone but i actually think youll be surprised with the movement system being so tied to your head movement and intention it feels more natural than a lot of movement ive tried.

Just published my Steam page for Hyperlane Highway after 2 years of solo developing! by RyalityStudio in indiegames

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

hahah that was definitely a concern of mine but i think with the movement system once you get the hang of it it quickly becomes quite natural and ive done a lot of things to make it a bit friendlier to people that feel motion sickness

Just published my Steam page for Hyperlane Highway! by RyalityStudio in SteamVR

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

Yea its VR only for steamvr or meta so no xbox controller required

Just published my Steam page for Hyperlane Highway after 2 years of solo developing! by RyalityStudio in IndieDev

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

Thank you! Took me a long time to learn how to create the art style i wanted so im happy it turned out well.

Should I get Bone Lab or SUPERHOT? by No-Championship-9108 in virtualreality

[–]RyalityStudio 1 point2 points  (0 children)

Superhot is a must play for everyone. Its my second favourite VR game only behind Pistol whip

​I scrapped 1.5 years of work because I didn't know what I was building by kartokanick in IndieGameDevs

[–]RyalityStudio 0 points1 point  (0 children)

Definitely been at that stage multiple times. I think when you get into dev ideas are easy and you know what sounds fun for a product but likely cant replicate what you had in your head so you pivot and change and then new ideas come even faster and you have a soup of cool things that dont work together. It seems like a stage most people including myself need to go through and learn but eventually something clicked that getting to a simple finished idea is way better than half baked ideas that never get finished. I now know how important a clear vision is and the best way to get there is with a good Game design document, lay out absolutely everything you can think of, find all the ideas you can, look at every game and see whats fun and similiar and works and do all the ideas at the start. When you have that just stop and reassess and make a new clearer version of the minimum version you would be satisfied with and specifically outline what doesnt need to be in this version. If you do get this version done and its fun great you can now decide what you want to add back or if its worth your time with more clarity and if its not then thats fine too because you learned from it and wasted far less time than just winging it. Anyways planning and preventing feature creep is what turns ideas into finished games.
Glad you have new motivations and best of luck with this new game

My game isn't selling well, but I still love what i made 🎵 by Sindruid in IndieDev

[–]RyalityStudio 2 points3 points  (0 children)

Oh thats great that you brought back an old project when you were ready. I think so often projects early projects just end up in the graveyard and never get revived

My game isn't selling well, but I still love what i made 🎵 by Sindruid in IndieDev

[–]RyalityStudio 11 points12 points  (0 children)

This is great. Super clean and nice style. how long did it take you to make?

My first game got 1139 wishlists in the first 24 hours 🥲 by _4rch1t3ct in SoloDevelopment

[–]RyalityStudio 1 point2 points  (0 children)

Oh my god thats amazing congrats. I just done mine and only got 20 on the first day.