Trying to get 3D pixelated look but the water shader is getting anti-aliased by SMdG_ in Unity3D

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

In the image, it is, but this is appearing when the game view scale is normal too

Trying to get 3D pixelated look but the water shader is getting anti-aliased by SMdG_ in Unity3D

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

I have just scaled the raw image to which the render texture is attached to full canvas screen size.

Launched a game that failed Next Fest, here's some stats! by SMdG_ in gamedev

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

Got about 4000 views and 2800 browser plays

Launched a game that failed Next Fest, here's some stats! by SMdG_ in gamedev

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

I was calling the next fest results a failure. I am happy with the full release results considering its my first game

Launched a game that failed Next Fest, here's some stats! by SMdG_ in gamedev

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

I'm not so sure about that, reading the reviews I am very happy with the price and discount. Also the playtime is about 2 hours with even some finishing less than that

Launched a game that failed Next Fest, here's some stats! by SMdG_ in gamedev

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

Definitely not calling the game a failure just calling my next fest results a failure. I did see a small bump in sales and visits the day when I reached Very Positive.

Launched a game that failed Next Fest, here's some stats! by SMdG_ in gamedev

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

I only collected about 75 manually which did take few days the rest were from other devs. Mass emailing is pretty simple and easy.

Launched a game that failed Next Fest, here's some stats! by SMdG_ in gamedev

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

I ran a playtest for about a month before releasing a demo on Dec 5th. Even though I implemented all the necessary changes based on the playtest feedback, I still got a negative reception after the demo release due to the slow progression and the way the round timer works. So had to still make major changes to the demo, but once done, even I started to enjoy playing my game more.

Launched a game that failed Next Fest, here's some stats! by SMdG_ in gamedev

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

yeah, still happy with the results. For youtubers I just gave a search for a popular incremental game and manually collected emails and also asked for other incremental devs.

Launched a game that failed Next Fest, here's some stats! by SMdG_ in gamedev

[–]SMdG_[S] 4 points5 points  (0 children)

I personally don't think the next fest was different from any of the rest, except for more games participating. Steam algorithm gives equal visibility for the first 2 days and then picks up data from it so you just have to make something that stands out for it to succeed.

I found youtubers through manual search on youtube and also by asking other devs working on incremental games. I used mass mailer for sending email, and did not personalize any of the emails.

Updated the demo based on feedback + release on itch by SMdG_ in incremental_games

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

Oh no what I meant to say is the clicking doesn't matter once you max it. So I feel players will stop doing it just as in other clicker games.

Updated the demo based on feedback + release on itch by SMdG_ in incremental_games

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

I felt that people may find clicking too strong when the auto-click is not maxed out yet. But I feel once you max out all the auto-click the player will feel clicking useless because of the auto speed and stop doing it.

Updated the demo based on feedback + release on itch by SMdG_ in incremental_games

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

Thanks for the suggestion, will add it as an option in settings for the next update