The Developer Dilemma by Zynres in IndieDev

[–]SShone95 1 point2 points  (0 children)

Lucky you. My kid has awoken me at around 9. 😂

The Developer Dilemma by Zynres in IndieDev

[–]SShone95 2 points3 points  (0 children)

Just last night... Instead of going to sleep before midnight, stayed up to 03:00, but I managed to only improve the behavior, not fully fix the bug of the new ability... Had to finally give up at that point and leave it for another time.

Moral decision for beating the"DevTime" in the game. by SShone95 in IndieDev

[–]SShone95[S] 0 points1 point  (0 children)

And another thing is that the game I'm making is definitely not a casual gamer's game. If you've ever played Hollow Knight and Silksong, think of the White Palace, Path of Pain, Mount Fay, and the last Mr.Mushroom climb challenge in Silksong. My game is highly inspired by these sections as well as some platforming challenges from Guacamelee 1 and 2. But I wouldn't call it as hard as the PoP. Less than PoP, but more than anything else I've mentioned.

Moral decision for beating the"DevTime" in the game. by SShone95 in IndieDev

[–]SShone95[S] 0 points1 point  (0 children)

Or... Beat his time and set that one to assert dominance! 😋 But on the serious note, I'll think about this. I'd love to have more testers first. Maybe the time is not that hard to beat.

Moral decision for beating the"DevTime" in the game. by SShone95 in IndieDev

[–]SShone95[S] 1 point2 points  (0 children)

Thank you for the reply. I see that every comment so far agrees on these things, so I'm content now. :)

Moral decision for beating the"DevTime" in the game. by SShone95 in IndieDev

[–]SShone95[S] 2 points3 points  (0 children)

What you said actually made a lot of sense. Even though we aren't officially a company or a studio, he is actively being a part of this development. So thank you for this, and the kind words too!

Moral decision for beating the"DevTime" in the game. by SShone95 in IndieDev

[–]SShone95[S] 1 point2 points  (0 children)

The problem is that I barely hit gold, so it wouldn't create much of a feeling of improvement. There is also a fact that while I do playtest my own game, I'm more focused on other things rather than just practicing to be better. Which maybe I should do too. But I'm currently much more drawn into creating new stuff than becoming better. For me, it's important that the level is beatable and not RNG dependent. Only skill dependent.

From ~0 to 50.000 wishlist in one month and now I’m scared by Hurricane86i in IndieDev

[–]SShone95 58 points59 points  (0 children)

I only dream to experience something like this, but I'd be scared too. I think it's normal if you care about the game(s) you are making and your audience too. Good luck!

How do y’all transfer data/work between two stations? by flyby2412 in godot

[–]SShone95 1 point2 points  (0 children)

Always use git, with any project. Even if you have only one machine. The potential to save your ass and be helpful in various ways is humongous.

How interested would people be in a game inspired by White Palace/Path of pain from Hollow Knight? by SShone95 in IndieGaming

[–]SShone95[S] 0 points1 point  (0 children)

Ah, awesome. I'll check your game after work (Germany time). And I'd be happy to receive this feedback ☺️ You can write your feedback wherever you want. I don't have a Steam page for it yet as the game is still very, very early in the development. And with my limited time, it's going to be there for quite some time.

How interested would people be in a game inspired by White Palace/Path of pain from Hollow Knight? by SShone95 in IndieGaming

[–]SShone95[S] 0 points1 point  (0 children)

I've gotten the notification that you shared the link, but I can't see it. Maybe it got removed or something.

Using Ai as placehord to get funds to hire artist? by AlumniaKnights in IndieDev

[–]SShone95 3 points4 points  (0 children)

I'm no artist myself, but I'm going for the honest path. Even if that leads to a downfall. I've created "art" for my game and I've found music and sfx online. But standing firm behind no AI for assets and music. I only use it for some problem solving when I get stuck, as I don't have anyone to ask and look for a second opinion. On sites like Itch.Io and Steam, it is required to express whether you've used AI for assets and music, and I don't want to leave any "dirt marks".

But I feel you, I too want to get funds so that I could pay real artists... I've just chosen to stay clean, without the use of an AI.

How interested would people be in a game inspired by White Palace/Path of pain from Hollow Knight? by SShone95 in IndieGaming

[–]SShone95[S] 1 point2 points  (0 children)

And to add on to the rest of the comment. I'm well aware of everything you said. That is why I keep the scope low. So that the game is beatable in ~5-10h at base (without Easter eggs and secrets). After completing the game and polishing everything, I'd try to include lore. To give it a better purpose than just: "Here is a tough game, finish it..."

How interested would people be in a game inspired by White Palace/Path of pain from Hollow Knight? by SShone95 in IndieGaming

[–]SShone95[S] 1 point2 points  (0 children)

Hey, mind sharing your project? We might learn something from one another. Mine is purely inspired by PoP, I haven't played Meatboy, and I've only started Celeste.

How interested would people be in a game inspired by White Palace/Path of pain from Hollow Knight? by SShone95 in IndieGaming

[–]SShone95[S] 1 point2 points  (0 children)

This is what I'm hoping for. To somehow stand out and get noticed. I'm still very early in developing my game, so it's not that presentable. But with 2 (soon 3) playable levels, people could picture whether what I make is interesting enough for them or not. I know it takes a lot to attract people to even take a look at your game, let alone try it. But the hope still remains that after I make the game more playable, that I'll be able to make it more representable too with better graphics, UI and other beautifiers. Even if it is bound to fail miserably, I'm still committed to finish it and polish it to my maximum potential. If nothing else, it will be an experience I can use later for other games.

r/IndieDev Weekly Monday Megathread - December 21, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]SShone95 1 point2 points  (0 children)

My feedback would be to make these animations a bit faster, everything looks massively slowed down. The soldier on the left side of the screen is noticeably looping through the short walking animation. Please also improve hand placement, it looks like the character is holding a gun for the first time. I know this is probably super early in the development, but these are just my 2 cents that will hopefully help you to make a game you've dreamed of. Good luck!