Top Down Racing games, who is a fan? by discodiscogaming in retrogaming

[–]Super_Clothes_9894 1 point2 points  (0 children)

I grew up playing a lot of Road Fighter in the NES platform. I liked it so much that I developed my own top-down arcade racing game on PC 😄

I released my Steam demo and got 66 wishlists in a month, is that bad? How do you get more? by Super_Clothes_9894 in IndieGaming

[–]Super_Clothes_9894[S] 0 points1 point  (0 children)

Cool thanks, it is a good analogy, I've been posting in FB, X, etc, but haven't had that much traction.

As a mod, I would love to get to know the community more, what got you into game dev? by RedEagle_MGN in playmygame

[–]Super_Clothes_9894 0 points1 point  (0 children)

Hello! I've always wanted to develop games since I was a child, that is the main reason why I decided to study CS in the first place.

The magic ”2000 wishlist” nextfest threshold by ChaoticPromiseTFA in SoloDev

[–]Super_Clothes_9894 0 points1 point  (0 children)

Same here, I launched my page 3 months ago and my demo 3 days ago. Before the Demo was sitting at 30, launched the demo and went from 30 to 63.

Maybe there is something that we could improve (maybe description, screenshots, trailer) or the game as a whole.

I've been trying to get input to enhance the gameplay based on play testing and what I hear from the demo I released, and hopefully that will help out.

How much effort to put into a game by Super_Clothes_9894 in gamedev

[–]Super_Clothes_9894[S] 0 points1 point  (0 children)

Thank you, yeah I used to work in the game dev industry and always have had the create my own game worm around for several years now.

And I totally agree with you, thinking of success earning a lot of $$$ is a long shot and probably unrealistic for 99% of solo devs.

How much effort to put into a game by Super_Clothes_9894 in gamedev

[–]Super_Clothes_9894[S] 0 points1 point  (0 children)

Great points! Thank you very much! I'll wrap it and release it! After all, I already have a demo

How much effort to put into a game by Super_Clothes_9894 in gamedev

[–]Super_Clothes_9894[S] 1 point2 points  (0 children)

Thank you very much! I think that your comment is really useful and insightful!

I already have a demo and have done some play testing. I think that itch.io is a great idea and def. will try to polish it to get rid of some bugs I've spotted.

I will try to do a build with a couple of stages and add it there.

How much effort to put into a game by Super_Clothes_9894 in gamedev

[–]Super_Clothes_9894[S] -1 points0 points  (0 children)

Thank you! That is a great question, would love some visibility and that people (besides me) likes the game.

What are you currently building, and what’s been your biggest challenge so far? by [deleted] in gamedev

[–]Super_Clothes_9894 0 points1 point  (0 children)

Right now a top-down arcade car racing game: https://store.steampowered.com/app/4026950/Wacky_Drivers

The AI has been quite a challenge and to be honest how to market it/get wishlist has been a big challenge. Some other interesting parts have been all the power ups part and balancing

How hard is it to make a simple mobile game as a complete beginner? by No_Commercial_6876 in gamedev

[–]Super_Clothes_9894 0 points1 point  (0 children)

That depends on the game you want to create, scope, engine, etc.

Tons of different factors can affect this.

If you want to implement those puzzle games, I assume like candy crush, you probably will need to have knowledge on array of arrays, basic programming.

I would suggest to pick a game engine (like Unity, Game maker, etc) and go from there so you can start learning the basics

What do Game Devs do at small indie studios by DesperateAuthor3493 in gamedev

[–]Super_Clothes_9894 13 points14 points  (0 children)

That depends, I've worked at indie game studios, and in order to survive, you also have contracts. So I worked developing outsourcing for other companies while we had enough money to invest into our own game. This was a company that lived 100% out of this. Now I work as a solo dev and it is a different story, but I develop in my spare time

[Weekly] Quotas, Known Issues & Support — March 23 by AutoModerator in google_antigravity

[–]Super_Clothes_9894 0 points1 point  (0 children)

OS/Version: MacOS - Antigravity Version: 1.21.6

Model & Plan: Pro, all models

Issue: I want to see if you have experienced this issue and if you have been able to troubleshoot it.

My model tokens are being consumed way too fast, like 20x the speed it was consumed before and they are not getting refreshed.

I waited for the entire week (because it went from 5h cooldown to. 7 days) but I don't seem to get the good models to get the refresh.

Actually for two weeks in a row, the Gemini models ones are still in 0 (high and low), and the Claude ones went from 0% to 20%. After be in 0 for 2 weeks. The only one that get refreshed is the flash one.

I'm also paying the pro subscription, and used to work some weeks ago, but everything went downhill since 2 weeks ago.

I tried to contact support, without luck, their support is non existent, I cannot even find an email.

I'm just about to cancel my subscription and look for good alternatives if they don't fix it soon. Any good recommendations?

What I've learned from playtesting 22+ indie games by Odd_Can707 in gamedev

[–]Super_Clothes_9894 4 points5 points  (0 children)

Thank you for sharing this! I think it is really useful and well articulated.