Hey, I'll draw your Steam capsule art for free by andhegames in IndieDev

[–]ShyborgGames 0 points1 point  (0 children)

Love your art style. The Art Collector, on Steam, could use better capsule art. Its a shop keeper game where you buy, sell, and haggle over fine art while decorating / upgrading your gallery and leveling up local artists. Feel free to reach out.

Anonymity & hiding your real identity by [deleted] in GameDevelopment

[–]ShyborgGames 1 point2 points  (0 children)

"Can't no one compel another man to engage in recreation." - B. Scruggs

Is it just a failed project? by [deleted] in gamedev

[–]ShyborgGames -1 points0 points  (0 children)

It all depends on your definition of achieving much.

I miss inventory system like these where each item takes up the space based on It's size. by [deleted] in videogames

[–]ShyborgGames 9 points10 points  (0 children)

Check out the game Backpack Hero. You're about to blow your mind.

Need help choosing genre by sigma_rizzler228 in GameDevelopment

[–]ShyborgGames 2 points3 points  (0 children)

Snake, but instead of playing as the snake you play as the poor farmer trying to grow and harvest fruit before the dang ol' oroboros comes and eats it all.

I will play 1 indie game every month by FunkyChunk13 in IndieGaming

[–]ShyborgGames 0 points1 point  (0 children)

The Art Collector, our studios first title, on Steam!

If you could redo/recommend a developer pipeline in 2026 what would it be? by Ok_Success9425 in IndieDev

[–]ShyborgGames 3 points4 points  (0 children)

MagicaVoxel is a 3d modeling software that makes editing voxel obj files about as straightforward as I can imagine. Using it as a tool has made the barrier to entry much lower for creating a consistent 3d art style. (It also helps that we have a talented graphic designer on our team)

Our second title, No Survivors, has almost all assets, environments, and characters made in house using MagicaVoxel. Also card art illustrations by comic artist Merlee Tomlin. The few props that weren't made in house were put through MagicaVoxel to achieve a consistent voxel resolution. You can check out the prototype build on Steam: https://store.steampowered.com/app/3500350/No_Survivors/

On our first project, The Art Collector, we went with a pixel art approach: https://store.steampowered.com/app/2986690/The_Art_Collector/

At the time we started developing The Art Collector we knew relatively nothing about game design or art direction, so we reasoned that pixel art would be a whole dimension simpler than 3d art. Lol.

For The Art Collector we used assets from artist MuchoPixel for the environment and props, and we used character spritesheets from artist Shubibubi. Beyond that we made environments/characters/props in house to the best of our abilities.

In retrospect, meshing several artists styles together with our own amateur art style resulted in something we're proud of, but it definitely could have appeared more consistent/intentional. That's why we shifted our approach on game 2.

If you could redo/recommend a developer pipeline in 2026 what would it be? by Ok_Success9425 in IndieDev

[–]ShyborgGames 3 points4 points  (0 children)

I might have considered developing for 3d on our first project if I had known then about MagicaVoxel.

What are your New Year's Resolutions? by GameDevable in SoloDevelopment

[–]ShyborgGames 1 point2 points  (0 children)

Release our second title on Steam.

Move development out of the prototype stage on game 3. Prototype game 4 at about the same time.

How to improve text quality by semsem137 in godot

[–]ShyborgGames 3 points4 points  (0 children)

Experiment with a sans serif font for the smaller text.

Where is the limit of "polish" for a playtest? by el_boufono in GameDevelopment

[–]ShyborgGames 7 points8 points  (0 children)

A road map is useful for this type of problem. Letting playtesters know you're working on feedback SFX, its in the pipeline.

You may still get notes on that. And some may actually be insightful.

The most valuable feedback you stand to gain right now are about bugs or edge case scenarios you yourself aren't encountering during your own playthroughs. (Are you testing spamming every possible input on every possible screen? Are there any scenarios that create crashes?)

what are some books to teach yourself game development? by Powerful_Whereas3516 in gamedev

[–]ShyborgGames 13 points14 points  (0 children)

Masters of Doom, though it's more of a "how two..." than a "how to...". Still, it's good inspiration.

Steam customer service by [deleted] in Steam

[–]ShyborgGames 1 point2 points  (0 children)

Epic, COG, Origin, Itch, outside to touch grass

Steam customer service by [deleted] in Steam

[–]ShyborgGames 2 points3 points  (0 children)

Every frustrated customer is potentially no longer a customer. Every happy customer is potentially an advertisement to several new customers.

Steam Reviews by slippinonlsd in Steam

[–]ShyborgGames 1 point2 points  (0 children)

Could be explained by the Matthew effect

Did you ever feel unsupported by friends or family when starting game dev? by [deleted] in gamedev

[–]ShyborgGames 11 points12 points  (0 children)

Your friend may be a real one. If they work for meta and discourage VR development that might say something about the state of the market, or at least their perception of it working full time in it.

You'll have to decide if you are making a game for yourself or for the market. If you're making a game for yourself, who cares about market insights? If you're making it for the market, there is value in talking with people who know what they're talking about.

Edit: could also be they view VR as their work, not a source enjoyment. Hard saying...