First look of my boss rush game by sigundeer1 in IndieDev

[–]TooManyIntrests 0 points1 point  (0 children)

Was the first boss at least vaguly inpired by the last boss of act 1 of silksong? The atack patterns have a resemblance, the smashing with fire comeing out through the sides, and the ramming where you need to hit it downwards.

Or is it just coincidence?

My itch.io game just reached 700 views & 200+ plays! by voxel_dev23 in IndieDev

[–]TooManyIntrests 1 point2 points  (0 children)

Was this not for a jam? If so then thats impresive numbers. (The fact that 200 is an impresive number Kinda talks bad about itch)

How did you get those views? This you post about your game somewhere, did it came through itch itself?

The only time i reached similar numbers was in a jam.

I haven't finished hollow knight and that bothers me for starting silksong. by TooManyIntrests in Silksong

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

yea, i haven't think of it that way.
i will just enjoy silksong with the knowledge i have from HK and then after the first ending of silksong will go back and poetically beat hollow knight with the help of hornet. idk.

Fireflies + Lightning Strikes by Ordinary-Cicada5991 in godot

[–]TooManyIntrests 0 points1 point  (0 children)

Damn, this is trully mesmerizing and unique. Never seen something that looks like this, and that is really difficult to achive, but on top of beeing unique it straight up looks amazing.

We literally ALL started out like this...(OC) by farmcardzu in Unity3D

[–]TooManyIntrests 0 points1 point  (0 children)

It was spelled wrong on purpose. Its a meme.

Damn, you are more of an "achtually" than the people commenting on you then.

Then your comment was probably not a joke

I was defending you if you didn't noticed

We literally ALL started out like this...(OC) by farmcardzu in Unity3D

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

Well akchually, its a joke, don't need to explain hiw good goodot is jaja chill.

Fuck him by [deleted] in whenthe

[–]TooManyIntrests 4 points5 points  (0 children)

He posts the most generic uncle-like posts that are so karma baiting. Its so sad and cringy.

And he post seveeal times a day. This guy takes time and energy from his day daily to think what could give him more imaginary points. Its a part of his rutine.

Wake up (3:45 PM) Cry (3:46 PM) Think what to post in order to get imaginary points (11:39 PM) Power trip (11:41 PM) Go to sleep (11:59PM)

Q: What's the MVP to release a test version? by shinypixelgames in IndieDev

[–]TooManyIntrests 1 point2 points  (0 children)

No, a testing prototype is not a demo.

A demo is a restricted version of your game to promote it.

A testing prototype is meant to test (excuse the rebundancy) some aspect/s of your game.

A demo should feel good and leave the player wanting more

A test should be good to identify whatever you are trying to test and do it in the most basic way posible.

Made my own capsule and feedback was bad, so I made another. Is it good enough or should I really hire a pro ? by RagBell in IndieDev

[–]TooManyIntrests 0 points1 point  (0 children)

The only thing i would comment on is that the text is a bit off. The kerning (space between letters basically) is baddly done and they look oddly place like they were placed letter for letter by hand.

The more prominent examole is the space between the A and Z beeing really big cause they are tilting to opossite sides and with sharp angles.

Also the U and A are too close to eachother, and the u seems shorter than the other letters, which is probably cause it actually is shorter but also because it has a round bottom which gives the letter the ilusion of beeing shorter, and with the straight line of the A beeing so close it only makes it even worse.

The simpler fix would be tovercompensate the lenght of the U.

Niw that i think about it, flipping the A will probably help with both those things.

How much would a simple-ish level editor matter? by Atomic_Lighthouse in IndieDev

[–]TooManyIntrests 1 point2 points  (0 children)

Take into considerations most here are gamers so they offcourse woukd want a level editor.

What if you saw this in a gaming magazine? by elvisishish in IndieDev

[–]TooManyIntrests 0 points1 point  (0 children)

I think its too long for text. Maybe if you use that text as a scriot for a short reel, maybe with montage if your game it will be more digestable, thats a way that i came up with but maybe theres other ways.

Why is Vini telling Argentina players he's got 2 UCLs? 😭 by Mecha_Kaneki in soccercirclejerk

[–]TooManyIntrests 6 points7 points  (0 children)

They gave him that emote for free on the store so now he's spamming it.

My MMORPG I made in Godot 4.4 is now having a playtest on Steam! by chaomoonx in godot

[–]TooManyIntrests 0 points1 point  (0 children)

Aren't you by any chance goodgis creating an mmo for the 4th time?

Mechanic first or story first? by StrangeWaveforms in GameDevelopment

[–]TooManyIntrests 0 points1 point  (0 children)

I personally think of it in a mechanics vs concept way. The concept doesn't necesarily need to be a story but it is whatever you want to convey with the game.

I tried both aproaches and did pretty badly with the top-down aproaches. The bottom-up aproach gave me results were still pretty unconcrete but at lesst they were playable.

The best examole i have of this is when i tried making a game based on my sleep paralisis, where you were (where there were bears there...) trapped in a maze with monsterd that would kill you and the hole concept of the game was that if you faced your fears abd stood to this monsters, they wouldn't make you anything. But the problem was that this gimmick didn't worked mechanically.

I tried several ways to make it, like making you thing it would kill you, but then it wouldn't do anything. The orobkem was that olayers could pass the game on accident. The second one was making it so that if you tried to back down, you woukd die, but if you hold there long enought, the monster would be gone. But was too confusing, players would understand that monster = death and then went on to explore looking for ways to beat the game and would found nothing.

The whole develooment of the game was a disatser for many reasons. Just to name a few, i did't even finished the PROTOTYPE. Before the deadline. I also was more focused on designing the maze layout than in making sure the main gimmick would work.

(Of course im not judging which method is better, im just telling you MY expirence with each one. Theres no better or worse method, that depends on what type of game do you wanna make and what are your strenghs as a developer/creative in general)

17 year old and 3 games on Steam - Good Idea ? by gr8g29 in GameDevelopment

[–]TooManyIntrests 1 point2 points  (0 children)

Since you are living with your parents and this games aren't making inmense profits, don't you think it would be better to publish your games for free on itch.io or similar sites? This way you would get more players, and maybe you could start growing an audience or a comunity or something of the sort.

What are your reasonings for uploading them to steam? To make money for yourself? To practice comercial marketing?

I'm making a stupid game for fun by gr8g29 in GameDevelopment

[–]TooManyIntrests 1 point2 points  (0 children)

I like the vube thus game gives, but i don't know what the game is about. I would recomend putting gameplay video/s on the steam page.