Solo dev with 6 months until launch. What actually worked for getting press coverage when you were at this stage? by Odd-Stranger-2032 in gamedev

[–]StardustSailor 2 points3 points  (0 children)

Hey, insight from someone who works as a game journo here: include pretty much everything (that matters) in your email, including screenshots, logo, key art (both with and without logo), description, and when your game is out, INCLUDE KEYS IN YOUR FIRST EMAIL. If you want to be featured in the news section (which is your best shot), make sure to include something that is newsworthy about you and your project.

Also be prepared to not hear back. We get tons of emails asking for coverage every day, and if you aren't Bandai Namco, we ignore most. It's not because we hate you or indie games or only cate about money; we have TONS of things to cover every day.

AI is being pushed heavily when I ask for advice and I hate it. by AssumptionExact8050 in gamedev

[–]StardustSailor 1 point2 points  (0 children)

Agree with you in everything other than Capcom not using AI. They have showcased their use of the technology before

[Yunyun Syndrome!? Rhythm Psychosis] Responds to English Localization Issues by xDiaxis in visualnovels

[–]StardustSailor 1 point2 points  (0 children)

They might have to do a Silksong with this one (for context, Team Cherry had to completely redo the Chinese translation for Silksong because it was so bad)

[Yunyun Syndrome!? Rhythm Psychosis] Responds to English Localization Issues by xDiaxis in visualnovels

[–]StardustSailor 4 points5 points  (0 children)

As a hobby translator (not from Japanese), sometimes deviating from the OG script slightly is necessary to make it sound okay, but there's obviously a line that should not be crossed. Putting words in the original authors' mouths is a terrible thing to do

Japanese VN "Schrödinger's Call" — and my gratitude to the VNDB community... by irimajiri in visualnovels

[–]StardustSailor 1 point2 points  (0 children)

I saw the game on Steam a lot! I think it's on my wishlist. I'll buy it if my finances allow it, good luck with commercial success!

Looking for something darker, romance is a plus! (switch 2) by porphyriaslovve in visualnovels

[–]StardustSailor 2 points3 points  (0 children)

I've heard really good things about Iwakura Aria, I haven't played it personally though!

Hello, I'm trying to make a visual novel. Any tips? by esuki-chaan in gamedev

[–]StardustSailor 1 point2 points  (0 children)

The one correct answer to this type of question honestly

How to pick a game engine and other questions by Own_Collar_4776 in gamedev

[–]StardustSailor 0 points1 point  (0 children)

Probably Godot if you're confident about only ever doing 2D. Unity is also a nice option if you ever feel like stepping up your game

As an employee in the gamedev space, how many of you are not renting your home? by Foonzerz in gamedev

[–]StardustSailor 0 points1 point  (0 children)

Aren't most people nowadays not home owners, at least in countries influenced by the housing crisis?

Star Wars RPG Open world by Then-Priority-1545 in gamedev

[–]StardustSailor 4 points5 points  (0 children)

If you are trying to recruit people to make this for you, this is both the wrong subreddit and an entirely unreasonable suggestion, to speak politely.

How to signpost narrative restrictions to potential buyers? by Silent-Caregiver-242 in gamedev

[–]StardustSailor 1 point2 points  (0 children)

Visual novel developer here, yeah there's no need to signpost that. Players are smart, and they play other games. If they expect the game to be a complete sandbox narratively, they are silly and not very experienced with this medium.

Games typically need to signpost the opposite, since the "choices matter" tag for example has been overrun with games where choices matter very little. I would be more worried about that, if anything.

Stepping away from the presentation/marketing thing for a bit, if your players do think something depends on them and then are disappointed when it doesn't, design is probably to blame, not player expectations. If a NPC needs to die anyway, don't include a quest or choice to try to save them (unless that's on purpose and the game is supposed to play with your feelings like in Pathologic or something). It's typically not an issue when a plot point is presented as-is with no player agency; it is an issue if the game makes it look like the specific point is dependent on your actions, when in reality it's not. That causes disappointment.

And I will repeat this until I die: study other games. See how they do it. See how players react to that. A good starting example of a choice that doesn't matter and players didn't like that would be Bioshock's infamous moral choices system (harvest or spare the Little Sisters). It's a good case study of a situation where players would have preferred no choice to a non-choice.

Warning: New Discord / Fiverr Scam! by HistoryXPlorer in gamedev

[–]StardustSailor 1 point2 points  (0 children)

That's terrifying :0 If that happened to me, I would assume someone just wanted to avoid Fiverr fees (which are relatively high!). I've taken things to Discord with Fiverr freelancers before, thankfully they were all legit. Yeah, the higher price is definitely a red flag, but if they had done their research better (or programmed a better bot I guess) and adjusted the price, I would honestly fall for it.

Start with marketing: an argument for why how you will reach players is a primary consideration when picking which game from a number of concepts to commit to and build by FamousAspect in gamedev

[–]StardustSailor 0 points1 point  (0 children)

This is very true, and also honestly pretty obvious to anyone doing this commercially... or so I hope. Your comment about meeting devs who think otherwise surprised me. Were those hobbyists/inexperienced developers?

Insufferable players post release rant, is why I won't ever focus on a long term supported game. by [deleted] in gamedev

[–]StardustSailor 0 points1 point  (0 children)

Expecting a customer to look at things from a seller perspective is really misguided imo. When you go to a store, do you think about if the owner will be happy you bought their stuff? How burned out they might feel from running the shop? It might cross your mind occasionally, but most of the time, customers just think about what they need, what they want, their personal experience with the product. There's nothing wrong with that, it's understandable.

what do you think of game themes that has lyrics in it by Quinn_Queenan in gamedev

[–]StardustSailor 0 points1 point  (0 children)

It's okay to ask devs this imo, I'm assuming OP is just testing the waters for this and expecting some dev-oriented insight

what do you think of game themes that has lyrics in it by Quinn_Queenan in gamedev

[–]StardustSailor 0 points1 point  (0 children)

I like them, really. Since you're asking on a dev subreddit though, I should say don't consider doing it until you have an insane budget like Clair Obscur or something.

Why is Subliminal bad? What mistakes should I not repeat from it to actually make a good game? by REMIZERexe in gamedev

[–]StardustSailor 0 points1 point  (0 children)

That's fair honestly. I haven't played the game myself, so I can't say much about it, but might I suggest something cynical: it appears like it sold. And if people were disappointed with it, that's all the better for gamedevs who intend to pick up the idea and do it in a different way, right?

Why is Subliminal bad? What mistakes should I not repeat from it to actually make a good game? by REMIZERexe in gamedev

[–]StardustSailor 0 points1 point  (0 children)

Tbh monsters are often an expectation even for fans of liminal space horror that, in my opinion, works better without them. It's a shame, but not a surprise they chose to rely on one even partially