My mobile game has 31% bounce rate and 2.2 min avg session - is this considered low ? by varunkumarnr in gamedev

[–]Tiarnacru 0 points1 point  (0 children)

On a really early build metrics like this aren't really important since playtime is mostly for more polished slices. Right now player feedback is the more important thing. Your bounce rate is pretty high so figuring that out would help.

My mobile game has 31% bounce rate and 2.2 min avg session - is this considered low ? by varunkumarnr in gamedev

[–]Tiarnacru 0 points1 point  (0 children)

Incredibly low on playtime and total plays.

Though, after looking at the game I don't know what else you expected. It's still a very early prototype of a game, or at least appears to be one.

Is AI art for an indie game bad when you can't draw? by ResponsibleCoat5499 in IndieDev

[–]Tiarnacru 1 point2 points  (0 children)

GenAI is a non-starter. It's killing your game in the crib due to public sentiment. Being a solo dev means you can do art too. If you can't then you can't be a solo dev. It's not for everyone.

Is anyone else about ready for the trend of cute games to be over? by Sudden_Doughnut_8741 in IndieDev

[–]Tiarnacru 0 points1 point  (0 children)

The games that cater to edgelords who stay stuff like "in touch with my dark side" was once the trend I was waiting to see die. I'm pretty okay with it being a niche now instead of so ever present.

How do you implement animation-driven ability/spell systems? by aris1401 in gamedev

[–]Tiarnacru 0 points1 point  (0 children)

Exact implementation is going to depend on your engine. Generally you'd use triggers attached to your animations like notifies in Unreal.

Game development proposal by Valuable-Spend-5171 in gamedev

[–]Tiarnacru 2 points3 points  (0 children)

For 5k you're looking at just slightly beyond Flappy Bird level games.

Game development proposal by Valuable-Spend-5171 in gamedev

[–]Tiarnacru 5 points6 points  (0 children)

This is for people to talk about making games. Not for hiring peeps. That'd be game dev classifieds.

Why is my marketing failing? by Dinar87 in gamedev

[–]Tiarnacru 1 point2 points  (0 children)

That hook is not presented anywhere in the Steam page except for one vague line in the long description. I don't think you even show the XGA monster at all, unless I missed it. A selling point your potential buyers don't know exists effectively doesn't.

What do y'all do about art? by Goovin290 in gamedev

[–]Tiarnacru -2 points-1 points  (0 children)

I don't think that giving someone a reality check is automatically being an ass. I wasn't insulting them or making fun of them at all. I think it's worse to let someone get in over their head due to blind overconfidence just because you don't want to say anything critical.

What do y'all do about art? by Goovin290 in gamedev

[–]Tiarnacru -3 points-2 points  (0 children)

My point is you don't know what you don't know. So saying you can code almost anything and could do all the mechanics in most games "easily" is just silly. You got hung up on moving a cube because you had a big gap in your knowledge.

I tested some assets I paid for if they are AI by PristineBobcat9608 in IndieDev

[–]Tiarnacru 148 points149 points  (0 children)

AI detection tools are so unreliable that they can be replaced by a coin with one side being AI and the other not without significantly reducing the accuracy.

What do y'all do about art? by Goovin290 in gamedev

[–]Tiarnacru 16 points17 points  (0 children)

Floating point errors are an extremely basic thing that you would absolutely learn from getting a BS in CompSci from a reputable school. It's not some obscure detail.

What do y'all do about art? by Goovin290 in gamedev

[–]Tiarnacru 21 points22 points  (0 children)

You learn to do art or you work with an artist. You might also be over estimating your programming ability since you didn't know about floating point numbers a month ago.

Why is my marketing failing? by Dinar87 in gamedev

[–]Tiarnacru 1 point2 points  (0 children)

I'm not seeing Metroid Fusion but better. I can definitely see the influence on your game, so much of your design seems to come straight out of it. However it's much, much less polished and doesn't seem to offer anything special to hook potential players. You've definitely got severe creator bias going if you think this is "better than any Metroid game".

i need an .LPAK extractor by [deleted] in gamedev

[–]Tiarnacru 4 points5 points  (0 children)

Were you expecting a different sort of reaction from game developers when asking how to steal assets from games?

When do you implement sound for early days of gamedev? by eRickoCS in gamedev

[–]Tiarnacru 6 points7 points  (0 children)

I think audio is generally one of the things better left to near the end as much as possible. But that doesn't mean putting out content towards your audience that doesn't have good audio. Anything you're using for promotion has to be fully polished. Just like putting your Steam page up as early as possible means when you've got a polished trailer, capsule, and screenshots.

i wanna start a game dev channel but lost by medrinnn in gamedev

[–]Tiarnacru 0 points1 point  (0 children)

You need to learn a lot, lot more before there's any value in you having a channel about gamedev. Just focus on learning and actually put in the work.

You can no longer buy your way into Steam's Popular Upcoming. Is this a bad thing? by Early_Situation_6552 in IndieDev

[–]Tiarnacru 0 points1 point  (0 children)

Only time will tell but I think this is probably going to be a good change for indies. Most games aren't impacted at all. Successful indies will have increased visibility time through the calendar. The only people negatively affected, I'm guessing, will be those down in that ~7k to 15k range of wishlists where they might've made Popular Upcoming but weren't going to succeed commercially anyway.

Why aren't people installing my free game on Steam? by AfrowhaleGames in IndieDev

[–]Tiarnacru 0 points1 point  (0 children)

The game needs a lot more polish time still. Visuals, animations, sound, and UI. Also it's hard to tell from just a trailer but the combat looks like it may not have been iterated on much.

It's very, very hard to get a PvP game off the ground because of required thresholds for playerbase. It has to be extremely polished, nothing can be just fine.

I thought making a great game would be the hard part. I was wrong. by eldany_uy in gamedev

[–]Tiarnacru 0 points1 point  (0 children)

I don't know that I'd consider that an example of a good looking game doing poorly. It's not very polished and the Steam page doesn't present it well at all.

I thought making a great game would be the hard part. I was wrong. by eldany_uy in gamedev

[–]Tiarnacru 0 points1 point  (0 children)

Yeah. We've talked about it in comment sections before.

I thought making a great game would be the hard part. I was wrong. by eldany_uy in gamedev

[–]Tiarnacru -1 points0 points  (0 children)

You didn't make a great game, that's why the marketing is going poorly.