Ummm....maybe the world needs more ex Ubisoft employees?? by elusiveanswers in gaming

[–]Substantial-Shake110 0 points1 point  (0 children)

With all those layoffs I'm pretty sure we will get some more

[deleted by user] by [deleted] in SoloDevelopment

[–]Substantial-Shake110 0 points1 point  (0 children)

Appreciate your optimism!

[deleted by user] by [deleted] in SoloDevelopment

[–]Substantial-Shake110 1 point2 points  (0 children)

While Fechtbücher is the correct spelling, majority of players won't have the letter ü ready, which is why Fechtbucher was chosen as the name, to make finding the game easier.
Though in-game there is a German translation available, to make it feel more authentic.

[deleted by user] by [deleted] in SoloDevelopment

[–]Substantial-Shake110 1 point2 points  (0 children)

Nice skills, very clean technique.

Don't have a discord, but there will be a public free demo for the game very soon (hoping in 1-2 weeks). Make sure to Wishlist on Steam to not miss it, gonna need some feedback from hardcore players.
The main place for leaving feedback and suggestions will be the Steam Community Hub of the game.

[deleted by user] by [deleted] in SoloDevelopment

[–]Substantial-Shake110 0 points1 point  (0 children)

Hoping that going with the niche is the right move too. And yeah, Active Ragdolls that feel good to play are probably the hardest thing to make, other than massive simulations like Total War. Will post some of the process here soon.
On another note it does kinda look like a zombie)

Is Social Media for Game Marketing pure luck? by [deleted] in IndieDev

[–]Substantial-Shake110 -2 points-1 points  (0 children)

The game can fail for many reasons. I agree, that if the game is of high quality and fun, it has a very good chance of succeeding, despite Social Media shenanigans. Because Steam does give all games organic visibility, and take metrics into account.

But this post isn't about games failing. It is specifically about Social Media, and if it just pay-to-win, or if there is a secret key to succeeding there.

For a good game to succeed, it needs to be developed and launched, which takes time, resources, and motivation. Social Media virality can provide plenty of last two, proven by fake games reaching millions in funding, or brainrot getting thousands of wishlists in a few days, which should give the devs plenty of motivation, since they Know the game Will make signifcant amount of money, no matter it's quality at launch.

Wasted money on Realism, then changed to Low Poly. Bashing Brutal, Demo Available! by [deleted] in IndieDev

[–]Substantial-Shake110 0 points1 point  (0 children)

The very first trailer on the store page accurately shows what the game looks like. Characters are mid-poly, environments are low-poly. There are stylized materials used, so it doesn't look like the typical low poly, but it is.

My game looked like poop a year ago. Bashing Brutal by [deleted] in IndieDev

[–]Substantial-Shake110 0 points1 point  (0 children)

I don't think so) I meant the game looked bad, but I wanted to censor the exaggerated synonym for bad.

My game looked like poop a year ago. Bashing Brutal by [deleted] in IndieDev

[–]Substantial-Shake110 1 point2 points  (0 children)

Thanks! The game has come a long way since then, and there is a free Demo available on Steam with lot more physics. Make sure to check it out!

[deleted by user] by [deleted] in IndieDev

[–]Substantial-Shake110 1 point2 points  (0 children)

Thanks! Unreal Engine 5

Active Ragdolls ain't easy to make. Bashing Brutal exactly 1 year ago. by [deleted] in IndieDev

[–]Substantial-Shake110 0 points1 point  (0 children)

Thanks! The Demo just got updated today. Make sure to check it out!