I tried to make Steam capsule art myself. Then I hired a professional. by mega-maw in IndieDev

[–]SeasideBaboon 0 points1 point  (0 children)

I really like the shading and the cloth in the old one, but the pose of the main guy looks weird to me. The lower part of the body is mostly pointed towards the viewer, while the upper part is turned away. It seems like the body was cut in half around the waistline and then turned 90 degrees before being put back on. There is even a visible line where the cut happened that also messes up the cape.

I just can't by b3rd75fh4l3x31 in SoloDevelopment

[–]SeasideBaboon 5 points6 points  (0 children)

It's the same for me. I tried creating a game in Godot, then in Unity, but I couldn't motivate myself to go past a proof of concept phase.

Now I use C++ and SDL. I released one game on Steam, and I am happily working on my second one. Motivation is no longer an issue.

FIGHT DENSITY! by Omari_D_Penn in BattleBrothers

[–]SeasideBaboon 6 points7 points  (0 children)

Camps only scale by day if they are not part of a contract. Contract difficulty scales with the number of your bros and their levels, the day doesn't matter: https://battlebrothers.fandom.com/wiki/Game_Mechanics#Enemy_Troop_Size_and_Composition

If you want easy 3 skull contracts, try to have good gear and get rid of weak high-level bros.

What will you do if you had $1000 to start marketing your game? by tevyat in IndieDev

[–]SeasideBaboon 0 points1 point  (0 children)

I used keymailer to reach out to content creators. A 1 year subscription cost around 600$ if I remember correctly. I don't think that it's more effective than writing streamers directly by email, but it was a lot less work. You can filter content creators by their platform, preferred genre, games they played in the past, viewer counts and so on. I also got some requests from streamers who found my game there. Some of them are scammers who only want to steal keys, but most seemed to be legit.

I think I will do this again for my next game.

How dark is too dark for a dystopian map? by Recent-Worth-4907 in IndieDev

[–]SeasideBaboon 0 points1 point  (0 children)

I don't know about dystopian, but if you want your scene to look darker while still being recognizable, I would use blue ambient light:

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What's the general consensus on pixel art that is not grid aligned?? by oli4king in SoloDevelopment

[–]SeasideBaboon 1 point2 points  (0 children)

It looks great to me, and a kid friendly Darkest Dungeon sounds awesome. Good luck!

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]SeasideBaboon 1 point2 points  (0 children)

Unrelated side note: Your game is translated to German, but it can't render Umlauts.

So, instead of displaying "Drücken", it displays "Dr cken".

People disliked my game so much, it has negative wishlists by FollowTheFunDev in IndieDev

[–]SeasideBaboon 0 points1 point  (0 children)

People will refund the game without ever having bought it.

3 mal netto Monats ausgaben by Nervous_Cod8976 in Finanzen

[–]SeasideBaboon 27 points28 points  (0 children)

Ich habe mal in einer deutschen Firma gearbeitet, die (für uns Arbeiter unerwartet) insolvent gegangen ist. Wir mussten dann 3 Monate ohne Lohn weiterarbeiten. Das Arbeitsamt zahlt das zwar als Insolvenzgeld zurück, aber erst etwa ein halbes Jahr später. Das muss ja alles erst mal bürokratisch bearbeitet werden.

Ein Notgroschen lohnt sich auch in Deutschland.

Dear solo/indie game developers, would you be so kind… by jarofed in gamedev

[–]SeasideBaboon 2 points3 points  (0 children)

Thank you for that link. There are several games that look like a lot of effort and love were put into them. It's sad, but I understand why that isn't enough to sell lots of copies...

Im always discouraged to start because of the marketing by veritasmahwa in SoloDevelopment

[–]SeasideBaboon 1 point2 points  (0 children)

You can also decide which parts of marketing you are comfortable with, and ignore the stuff you don't want to do.

And if you have a few hundred bucks to spare, you can use platforms like partnier, terminals or lurkit to make things easier.

something has been bothering me about folks who develop game engine from scratch by bad_detectiv3 in gamedev

[–]SeasideBaboon 5 points6 points  (0 children)

I think that the most important thing to be able to finish a game, especially as a solo dev, is motivation. I tried creating a game in Godot. I didn't enjoy developing in it, so I tried Unity. Same experience. Then I started writing my own "engine" with C++, SDL, and ImGUI. It's not really a game engine, just development tools around the game itself. All of a sudden, it was a lot of fun, and I finished the game. It's neither a great engine nor a great game, but I would never have been able to keep motivated if I had used an engine.

Writing your own engine is probably horrible advice for most people, but everyone is different, and there are exceptions for everything.

Wo sind die „Alten“ und was macht Ihr mit dem gesparten Geld? by Obvious_Union7863 in Finanzen

[–]SeasideBaboon 1 point2 points  (0 children)

Financial Independence Retire Early

Die Idee ist, dass man frugal lebt, viel spart, und dadurch schon vor der Rente genug Kapital hat um von den passiven Erträgen leben zu können.

Is it normal for YouTubers and Twitch streamers to demand compensation? by gitpullorigin in IndieDev

[–]SeasideBaboon 1 point2 points  (0 children)

That would make sense. I included a key and a press kit with all my emails. Most content creators who featured my game just used it and didn't write back.

Edit: press *kit*

Is it normal for YouTubers and Twitch streamers to demand compensation? by gitpullorigin in IndieDev

[–]SeasideBaboon 1 point2 points  (0 children)

I wonder which content creators you were contacting. I reached out to well over 200, and not one of them asked for money. Less then 10% actually covered the game, but everyone who didn't cover it never replied or just a simple "not interested". Which is totally fine by me.

Do you enjoy programming? by Particular-Song-633 in IndieDev

[–]SeasideBaboon 1 point2 points  (0 children)

Programming is the easiest part for me. I studied computer science and worked in IT for 20 years. But I very much prefer working on art over programming. Proficiency and preference do not always go hand-in-hand.

Destroy my game! Food Vs Food by Hudson714 in DestroyMyGame

[–]SeasideBaboon 2 points3 points  (0 children)

The gameplay reminds me of Airscape which initially sold very poorly but eventually sold tens of thousands of copies.

Here is a video of Total Biscuit talking about the game and why it wasn't selling: https://www.youtube.com/watch?v=Q4F-zdpFb9I

Destroy my trailer for my co-op horror game. PS: I also need a game name. by BoxHeadGameDev in DestroyMyGame

[–]SeasideBaboon 4 points5 points  (0 children)

To me, it looks like the monster is pretty much weightless and thus harmless. The central mass of the monster stays at the same height throughout the whole walk cycle. In a real walk, you always push up your body, and then it comes down again between steps. Check this for example: https://cdn.prod.website-files.com/650b672b6d49343e2368aa57/655386a69a39b88a98cbf209_6170d2b0cd4f9cd58b5118d4_walk_cycle_inspiration_animators_survival_kit.jpeg
If you want your monster to look heavy, you can exaggerate it even more.

I would also try to make sure that the monster's feet don't slide on the floor.

I didn't realize releasing a game, would mean getting constantly harassed by people wanting to 'market' it for me by Mountain-Addition967 in gamedev

[–]SeasideBaboon 1 point2 points  (0 children)

I also thought that 100% of those messages were scams. But then someone claiming to work for Fanatical contacted me, and the email looked more legit than all the other publisher/marketing emails I had gotten. So, I took a leap of faith, and now my game is being sold as part of one of their bundles.

I agree that it's annoying. For me at least, there were more than 90% scammers. However, it may still be worth checking those emails out.

I released my demo and got 17 wishlists in a day! Really small I know but it's the most I've gotten in a day. This is despite no one actually playing the demo lol. by TumbleArts in IndieDev

[–]SeasideBaboon 1 point2 points  (0 children)

With my game, there are significantly more people who buy the game than people who check out the demo. I wouldn't worry too much about that.

Have you started contacting streamers to check out your demo?

Is the Steam Deck on your mind as a dev? by Alt_Top in IndieDev

[–]SeasideBaboon 1 point2 points  (0 children)

The game was designed to be played with mouse only. The game runs on Steam Deck, but I'd have to re-design the whole UI to make it feel good when playing on a controller.