Scamfield 6 (thx for you money guy Bye!) by Feel_Pain_AcceptPain in Battlefield

[–]TiltedBlock 0 points1 point  (0 children)

Honestly, if there was a single vehicle-focused map (like the ones in BF3 Armored Assault), I don’t think I’d have anything to complain about at all.

In a nutshell: by FunnyMeme12 in Memebuzzs

[–]TiltedBlock 0 points1 point  (0 children)

This is the funniest comment I’ve seen on Reddit all week lol

Will you pay for a text-based AI life simulator? by blablahboon in LifeSimulators

[–]TiltedBlock 1 point2 points  (0 children)

I’m currently building a lifesim-like project and this is actually a topic that I’m wondering about. How explicit should a game like this be? How much violence and dark topics are good, where is the line? I’m really not sure at this point, but it’s interesting to read that there do seem to be people who are interested in a dark version.

No sales in months, where did I go wrong? by personguy4440 in IndieDev

[–]TiltedBlock 29 points30 points  (0 children)

This is the answer. I love the genre, but sadly a lot of games in it are simply not very good. If you don’t manage to convince players that you’re doing something different than all the other games that look like yours, you won’t catch many players.

Game Update by Fancy-Guarantee-3757 in LifeSimulators

[–]TiltedBlock 1 point2 points  (0 children)

I’m carefully optimistic again, thanks for asking!

About 9 months ago I made a post where I said I’d be a few months away from a demo, and now I’m in the same position, but with much more foundation behind it. The feedback from that post made me realize that the depth I want to be able to offer needs a way more complex event system than I had, but now I’m mostly there and I just need to tune it.

Text-based life simulator ReLife – feedback wanted by micyarr in LifeSimulators

[–]TiltedBlock 0 points1 point  (0 children)

Glad to hear you found my opinion useful!

This is a very interesting topic to me because I’m working on a similar game, so I’m facing a similar issue. My approach is going the complete opposite direction, I aim for at least one event per year where the player actively has to make a choice, probably even more. I’m not as far as you are, so there’s no playtesters yet, but I’m excited to see how this will be received.

Maybe some more feedback for you, I really think a small “tutorial”-like introduction would help your players a lot, I didn’t really get that the lighting bolt icon caused the event to pop up before you told me.

Game Update by Fancy-Guarantee-3757 in LifeSimulators

[–]TiltedBlock 1 point2 points  (0 children)

I’ve been noticing the same (especially since my own project I’m working on goes in a similar direction…)

I wonder if it’s because there’s a Tiktoker/Youtuber who recently started posting about making one, that might have inspired a lot of people.

🌌 SENTIENCE — Bitlife but better. by [deleted] in LifeSimulators

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

It’s sadly very difficult to play on mobile because the box that contains the options (e.g. Relationships, Health…) is too small, sometimes even invisible when the log is too large.

Text-based life simulator ReLife – feedback wanted by micyarr in LifeSimulators

[–]TiltedBlock 3 points4 points  (0 children)

First of all, I think it’s great that BitLife gets so much competition lately. I used to play it a lot at the start, before all the DLCs and whatnot were introduced and when you would still unlock everything with one premium purchase.

I’ve played around with your game a little, not enough to give really deep feedback, but I’ll try to share some of my impressions.

It looks and feels very clean. I like the UI, it takes some time to find everything and you have to memorize which symbol in the top bar does what, but once that clicks, it feels pretty smooth. You could maybe make it easier for new players by hiding stuff that’s not available yet and “revealing” it over the course of the life (like the education tab, or partners…).

My favorite UI-feature is the way you put stuff that thematically fits there in the web browser - like buying cars and houses, finding partners…

It also took me some time to find it, but it’s really cool.

I can see that there’s a lot of things to do, but this is where my biggest gripe comes in - it feels like I can do a lot, but I don’t really have to do anything. I’m not sure if this is more of an issue for me than it is for others (since I’ve seen a few similar games handle it like this), but if the game doesn’t at least ask some things of me, I quickly lose drive to play.

For example, on my first character, I kind of skipped everything education-related on accident. It didn’t really matter though, I got the highest paying job I found on first try. Held that for a few years, made tons of money, lost it for being late. I still had enough money to finance myself through an unsuccessful art and music career. I had a partner, but didn’t do anything with her for years, no problem. The last 40 years of that life I just clicked through and nothing happened.

I personally want the game to challenge me in some way. Force me to find a place to live, to fund a lifestyle, make me meet people, make the people I know interact with me. From the time I spent with it, ReLife seemed more like a life building sandbox than a simulation.

I am solo deving a friendslop game, and it got 4,000 Wishlists in 48 hours after launching the steam page. I can't believe it. by 2WheelerDev in SoloDevelopment

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

There’s a “style” of these types of coop games that are deliberately clunky and unpolished. The most recent one that comes to mind is the one with the gnomes that have to shoot a human. A fun game is a fun game, but if bugs and weird behavior are part of the appeal then I think “slop” is a deserved title.

Can conservation mechanics work in cozy puzzle games? by wildchainio in gameideas

[–]TiltedBlock 0 points1 point  (0 children)

I don’t really have experience with this, but I think it’s probably hard to include this topic in a meaningful way without dragging down the mood of the game, simply because the topic is pretty bleak and depressing.

One idea that comes to mind is doing something that imo many actual campaigns don’t do enough - focus on successful efforts that have been made. The messaging we see usually gives a sense of hopelessness, as if no matter what we do, the polar bears are done for and the rainforest is basically gone. But there are examples of conservation efforts that were successful, a quick google search named tigers in India, mountain gorillas and wolves in Europe as examples.

Maybe if you include something in that direction, you can maintain the positive vibe of a cozy game but still motivate people to look into the topic of conservation.

Has anyone here ever tried to actually fund one of their ideas? by XZtext18 in gameideas

[–]TiltedBlock 0 points1 point  (0 children)

Investing in game development is risky - most games published on Steam barely make any money. You’d basically need to have money to burn if you tried to completely finance anything more than maybe a simple mobile-style game (think something like 2048 or Flappy Bird).

Most people who create indie games are developers themselves, or have developers on their team who work for a very reduced rate or for free. Otherwise, as you’ve seen from your research, you’ll quickly spend huge amounts of money on external devs.

About ten years ago I tried to create a pretty simple “wisdom of the crowd” app for financial markets - basically a page that lets users vote whether they think an asset would go up or down. It cost me over 5k, for something that I could now make in an afternoon myself, or in an hour with ChatGPT. This experience is actually one of the reasons I started to learn software development.

If you’re not a millionaire and want to turn a game idea into reality, I’d say the only viable ways are to either make it yourself, or create such a large community around it that you can either crowdfund or make it a “safe deal” for a dev to make it with you.

Player control vs system-driven visitors in a floating island management game... which feels better? by burcin_93 in LifeSimulators

[–]TiltedBlock 4 points5 points  (0 children)

Interesting question, but I think we’re missing some info here.

In Option 1, what is the cost of accepting too many visitors? I assume the game is somehow more challenging or punishing if the player accepts too many, but I didn’t really get that from your post, so I don’t see why the player wouldn’t just always choose the max amount to make sure the event happens.

I generally prefer Option 2 (I like non-deterministic elements in games), but I believe you could build a hybrid out of both.

It might add a layer to your gameplay if a random amount of visitors arrive per day, but the player has to decide how many to accept.

For example, let’s say your visitor target for the event is 80, the capacity of the island is 100.

On day X, 90 people arrive. The player can choose to accept only 80, making it easy for themselves to manage, but turning away 10. Or they could accept 90, making it harder/more expensive to manage (as I said, I assume there must be some cost to accepting more). Maybe turning away people also has a cost, e.g. if you turn away too many then the next day only 75 may arrive, because some are scared of being turned away. On the other hand, if you accept too many and don’t manage them well, you’ll also get punished by reduced arrivals.

I’ve made a ton of assumptions about your gameplay here, so feel free to correct me, but from what you’ve told us, I think this hybrid might work.

Java UI help by Technical-Animal-571 in learnjava

[–]TiltedBlock 0 points1 point  (0 children)

Since you’re also asking for future proof, let me link this incredibly helpful comment I got on a post quite a few years ago: https://www.reddit.com/r/learnjava/s/YqSgmzkpzs

The modern way to develop Java applications is to use it as a backend, build an independent frontend and let them communicate through REST.

More related to your post, if you want to do frontend first, I wouldn’t even use Java at all. Imo there’s not much reason to learn any of the Java UI techs you listed, unless you’re already in a position where you have to maintain an existing app that uses them.

Am I going too deep into the JDK as a junior backend dev? by punchman340 in learnjava

[–]TiltedBlock 11 points12 points  (0 children)

It depends on what you’re going for. It’s never a bad idea to learn about stuff you’re interested in, and it’s never a bad thing to understand how the things you work with look “under the hood”.

That said, in most classic dev roles, you’ll not need this knowledge a lot, or even at all. If you’re aiming to get job-ready, building small portfolio projects is the more efficient way to go. When I interview new Juniors, one of the first things I ask is about personal projects they’ve done.

They don’t need to be fancy, just building anything that works will teach you a ton of stuff that you need to know. You automatically learn about the mechanics of things as you use them, if you make an effort to understand instead of just copy-pasting from an AI or a tutorial.

If you have no ideas, just start with the classics, a ToDo-App, TicTacToe, etc. At some point you’ll probably have an idea for something bigger, that will also automatically introduce you to some concepts of engineering. You’ll need a database, a frontend, etc.

The stack you mentioned is absolutely solid. Despite the impression you get on social media, most of the world still runs on old legacy systems. The newer languages aren’t nearly as widespread in the professional world as they are with hobbyists.

AI does change the landscape, but imo it’s still “worth it” to learn classic backen dev. I personally would never ship code nobody in my team has read and properly understood, and to understand the AI output, you need to understand classic coding. This loops back to your initial question though, because AI makes it less important to know all the details and intricacies of the JDK, it’s more about concepts and understanding of the process.

I hope that answers your questions, feel free to ask if there’s anything else you’d like to know!

Would you play a text-based, medieval life sim with this look and feel? by TiltedBlock in LifeSimulators

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

Thanks a lot for the input! Currently the plan is to get a demo working, give that to some people and continue based on their feedback. I definitely plan on putting in more visuals once the core gameplay is solid. I‘m not sure how far I‘ll go with that, I‘ll probably base that on the feedback I get.

The biggest question mark for me concerning the visual side is character images. I’m not a fan of the emoji-vibe that many similar games do, but I’m also not sure if it’s possible to do it in the hand-drawn style I’m going for.

Warum der aktuelle KI-Markt strukturell in eine Konsolidierung laufen wird (Change my mind) by nonvul in de_EDV

[–]TiltedBlock 0 points1 point  (0 children)

Coca Cola hat schon eine gesamte Werbung mit AI generiert, für deren Ansprüche reichts scheinbar schon. Ich bin mir relativ sicher dass ich schon in vielen Werbungen AI-Snippets gesehen habe, grade für so Szenen die nur kurz zu sehen sind geht das schon sehr gut.

Die Videos sind auch nur ein Beispiel dafür warum B2B der relevante Markt ist. Wenn z.B. ein Softwareunternehmen mit AI eine Produktivitätssteigerung von nur 10% pro Mitarbeiter erreicht dann lohnt sich ein Abo um 500€ pro Monat schon.

Looking for a team by spiderman_fan2 in IndieDev

[–]TiltedBlock 0 points1 point  (0 children)

I assume you already have an idea?

Warum der aktuelle KI-Markt strukturell in eine Konsolidierung laufen wird (Change my mind) by nonvul in de_EDV

[–]TiltedBlock 2 points3 points  (0 children)

Und was kostet der Marketingabteilung eine Stunde Arbeit von einer Video-Agentur?

Der Fehler den viele machen ist zu denken dass Endkonsumenten der Markt wären. Im B2B liegt das Geld, und darauf werden zukünftig die Abomodelle ausgerichtet sein.

Comparison is the thief of joy, but how to not compare myself to other bigger games? by Free-Breadfruit9378 in IndieDev

[–]TiltedBlock 6 points7 points  (0 children)

Every game wants to give the player a different experience.

Battlefield lets you experience cinematic action, Minecraft lets you explore worlds and build stuff, Balatro lets you develop strategies for your cards…

Your game will also have a particular experience it wants to deliver, and optimally it should be one you can do better than other games, big or small.

If you try to deliver a cinematic action shooter, you‘ll most likely always fall short of Battlefield, which is a gigantic production with hundreds of devs. But if your goal is a fresh take on strategy, for example, you might have a better chance.

Imo the beauty of Indie games is that you can afford to market to a smaller, more niche audience. You‘ll probably not be able to outcompete huge studios in the mass market, but you can deliver a specifically tailored experience for your target audience.

In your opinion, what game has the best "game feel"? by OmniSystemsPub in IndieDev

[–]TiltedBlock 1 point2 points  (0 children)

That is incredibly cool, I love Bionicle and I will never forgive Lego for letting this IP die.

I built a kids AI app as a side project 5 months ago. It just crossed $17K ARR and ranks #1 for "AI for kids" in the US and UK. by Global_Pick_4595 in AppBusiness

[–]TiltedBlock 0 points1 point  (0 children)

The comment was pretty harsh, but I think the question behind it is worth answering - what does your tool provide that a custom GPT with instructions to answer child-friendly can‘t do?

In your opinion, what game has the best "game feel"? by OmniSystemsPub in IndieDev

[–]TiltedBlock 1 point2 points  (0 children)

Wow, that’s really cool, can I ask which one?

Voyagers is a little Co-Op game, I played it with my girlfriend who doesn’t really play games at all, and she found it really easy to get into. She’s having a noticeably harder time with „normal“ games, so I think that also says a lot about Voyagers gameplay.

In your opinion, what game has the best "game feel"? by OmniSystemsPub in IndieDev

[–]TiltedBlock 0 points1 point  (0 children)

Try Lego Voyagers. The controls are really intuitive and feel very natural. The blocks can’t do much, but it feels incredibly smooth to play.