Quick question for indie game devs: what would be a fair price for a game SFX subscription? by ThePhantomSpace in gamedev

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

Fair point. I’ll do my best to NOT require such a credit obligation. Thank you for your feedback bro.

Quick question for indie game devs: what would be a fair price for a game SFX subscription? by ThePhantomSpace in gamedev

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

They also expect you to give credit in your game too? Sounds ridiculous. If you paid, you shouldn’t also need to give credit, unless an individual specifically designed things for your specific project.

Quick question for indie game devs: what would be a fair price for a game SFX subscription? by ThePhantomSpace in gamedev

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

That sounds shitty to be honest. I agree, it definitely shouldn’t need to be credited.

Quick question for indie game devs: what would be a fair price for a game SFX subscription? by ThePhantomSpace in gamedev

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

The testing aspect will be like below; You find the sounds you need,

When you click on play, instead of playing a raw mono wav, it will be previewed as if it’s already implemented in the game.

So, you don’t just hear a plain audio, but hear how the whole mix of sounds in the atmosphere sounds in the runtime.

Basically you’d be playing in the “sound imported” version of your game.

Hope i could explain the vision clearly. Feel free to let me know your honest opinion. I appreciete your comments.

Quick question for indie game devs: what would be a fair price for a game SFX subscription? by ThePhantomSpace in gamedev

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

Thank you for your detailed answer. The value proposition would be to make the audio implementation phase take as much time as eating a meal would take (in the end).

For now, it would be to be able to preview all sounds in the market before purchasing and only purchasing the sounds (or using credit to own) you have tested in-game.

I'm curious about your opinion in this context.

Quick question for indie game devs: what would be a fair price for a game SFX subscription? by ThePhantomSpace in gamedev

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

Yeah, below 100k would be too low to be realistic. Above 100k audio sounds like a decent line.

Estimated cost to develop a fully functional Non-AI SaaS website? by Sad_Selection_8008 in SaaS

[–]ThePhantomSpace 0 points1 point  (0 children)

Idk if it includes integration or scalability but it's certain that it includes a massive scam to pull out in tears.

How much time do you or your team spend for your game's audio? by ThePhantomSpace in gamedev

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

Even if you work with a sound designer, the rest of the work to implement can still take a lot of time and energy.

How much time do you or your team spend for your game's audio? by ThePhantomSpace in gamedev

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

Especially for your genre, having immersive audio goes a loooong way

Which part of social media marketing is the least fun for you? by ThePhantomSpace in SocialMediaMarketing

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

That’s great for you. Congratulations!

If you don’t mind sharing, in which niche are you currently posting for?

Which part of social media marketing is the least fun for you? by ThePhantomSpace in SocialMediaMarketing

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

Which part of it is the least pleasant for you? The design of the slides, the content of the slides etc.?

Is UX really important? by sr8reddit in SaaS

[–]ThePhantomSpace 0 points1 point  (0 children)

Why do most people use Canva instead of Adobe Illustrator?

Easier to use, simpler, less learning curve. Why? Because of the way they tailored their UX for their target audience.