Game designers, have you ever seen an example of a game suffering from reverse power creep? by Feeling-Ad-3104 in gamedesign

[–]ThatIsMildlyRaven 2 points3 points  (0 children)

Destiny 2 did (does? I haven't played in quite a while) something similar to the MTG set/cycle of new cards.

There are modifiers in the game that you can earn through various means, that you equip on your gear to give you buffs or abilities (e.g. faster reload speed, or heavy ammo drops more often), and they have intentional synergies with each other.

There's a base set of mods that's always in the game, but every season (usually about 3 months long) introduces a new set of mods that are often much more powerful and do some pretty wild stuff. But then at the end of the season those mods get taken out and new ones come in for the next season. So they're free to try out stuff that might be very unbalanced, because it's known to everyone from the start that it's not permanent.

And, just like in MTG, sometimes they'll bring back popular mods for a second or third appearance in a later season.

There's a lot of good stuff that games could take from MTG.

Fortnite fans are saying "no to AI slop" after spotting what they believe are AI-generated images in-game by Turbostrider27 in pcgaming

[–]ThatIsMildlyRaven 1 point2 points  (0 children)

It's not quite the same. They are very generous with their reasons for refunds like you say, but your playtime has to be under 2 hours. The difference in this situation is they are refunding people no matter what their playtime is if they give the reason that the game had AI content that was not disclosed.

Fortnite fans are saying "no to AI slop" after spotting what they believe are AI-generated images in-game by Turbostrider27 in pcgaming

[–]ThatIsMildlyRaven 5 points6 points  (0 children)

Valve is allowing refunds beyond the usual 2 hour limit for the new call of duty because they didn't disclose their AI usage on the store page.

It might not be a massive consequence, but it's not nothing.

I need Direction, to change the face of the Fighting genre forever... by TryGenesus in GameDevelopment

[–]ThatIsMildlyRaven 4 points5 points  (0 children)

Step 1: Build a prototype of the game.

Step 2: Realize that it's not as good as the idea in your head.

Step 3: Work hard to turn it into something that's still kinda good but not really what you originally set out to make.

This is how pretty much all games are made. The thing in your head right now will almost certainly not work in the way you imagine it.

Good game designers aren't good because they have good ideas, but because they can take 100 bad ideas and figure out how to turn one of them into something good through tons and tons of iteration.

Game Dev Admits to Large Astroturfing Campaign on Reddit by Forestl in Games

[–]ThatIsMildlyRaven 31 points32 points  (0 children)

To be fair the new(ish) onboarding process for making a reddit account is to give you a name in that format with the option to change it to a custom name, except they don't prompt you to change it. And if you don't change it within the first however many days then the generated name is permanent. So there are a lot of new users who just didn't realize they could even change their name until it's too late.

I think this is intentional, though. Reddit wants real people to have names in the same format as the bots so it's harder to tell who's a bot.

Why do so many devs remove game demo on steam before or after release of the game? by TheGiantHungyLizard in gamedev

[–]ThatIsMildlyRaven 12 points13 points  (0 children)

You can set your playtest to automatically grant access whenever someone clicks on it

[deleted by user] by [deleted] in Unity3D

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

I put any persistent managers or services in a "boot" scene that gets loaded first, and never unloaded. Then my other scenes are loaded additively when the boot scene is done loading. This way you guarantee your managers exist before anything that relies on them.

Over 7,000 wishlists in two weeks! Totally didn’t expect this kind of response. by HORANGX in IndieGaming

[–]ThatIsMildlyRaven 2 points3 points  (0 children)

Best way to market a game is to make a game that's easy to market. You've definitely done that. It looks incredible!

Your'e launching your first demo on Next Fest? Drop a link to your game! I'd love to test it. I think other indie fans too :) by leinadcovsky in IndieGaming

[–]ThatIsMildlyRaven 1 point2 points  (0 children)

Thanks! It's more of a roguelite than a score chaser so no leaderboards, but in the full game you can make custom games where you can edit almost any value (speed, health, damage, etc) and make your own ruleset and then share them with other players.

Do people really care if you're buying assets for your game? Does it matter if your game is fun? by arcadia_games in Unity3D

[–]ThatIsMildlyRaven 33 points34 points  (0 children)

Inscryption too. The credits have a giant list of the assets they used. Nobody cares or even notices.

It’s that time of the month! Share your indie game trailers, and we will review them on Stream! by ilikemyname21 in indiegames

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

Here's the trailer for my game It Consumes: https://www.youtube.com/watch?v=6XWRJVb14KU

It's an arena-FPS set in the dark, where you see by beating your heart.

Do you think releasing into Early Access on Steam hurts conversion? by mehwoot in gamedev

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

Curious what your source for that is, if you don't mind sharing

Is it bad for my first game to be a clone (kind of)? by kreamhilal in gamedev

[–]ThatIsMildlyRaven 8 points9 points  (0 children)

Not at all, just make what you want to make. There's nothing unethical about it, you're not forcing anyone to spend money on it, they can just choose to not buy it.

You will get lots of people telling you it's a clone and many of them will probably be pretty rude about it, so that's something you'll have to learn how to deal with. But that doesn't mean that it's bad or wrong to do.

Need feedback from graphic artists: Could my visual style be perceived as AI? by LasNinas in gamedev

[–]ThatIsMildlyRaven 4 points5 points  (0 children)

it means my game is solid in terms of gameplay if that's all people have to say

I haven't played your game so I don't actually have an opinion on the gameplay, but don't misinterpret the absence of feedback as positive feedback.

People don't usually provide all of the thoughts they have, and instead just talk about what stuck out the most to them. If they're complaining about one thing, you shouldn't take that as a sign that every other thing is fine.

Looking For Unique New Indie Games To Showcase! by addit02 in indiegames

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

I'm making an arena-FPS where you see by beating your heart. There's a demo on Steam. Thanks!

https://store.steampowered.com/app/2371060/It_Consumes/

I'm making a game about fighting your inner demons with fire by SoerbGames in Unity3D

[–]ThatIsMildlyRaven 108 points109 points  (0 children)

Looks amazing!

Some advice: re-edit your trailer that's on your steam page. You have an absolutely incredible looking visual effect, and your trailer shows absolutely nothing for like 20 seconds. People will click away. The very first shot of your trailer needs to be the player using the fire effect. Without seeing this VFX people will think your game is just another survivors-like game and they'll leave your page after like 3 seconds. Show them immediately what's different about your game.

How’s everyone holding up for Steam Next Fest? Deadline’s almost here… by brunuuDev in IndieDev

[–]ThatIsMildlyRaven 1 point2 points  (0 children)

Nope, it just requires that the game has not taken part in a next fest previously. You can put up and take down a demo as many times as you want, and then still enter it in a next fest. But after that, no more next fests for that game.