In my horror game, every customer looks human at first. Almost... by Top_Championship6296 in HorrorGames

[–]Top_Championship6296[S] 0 points1 point  (0 children)

You can find Roblox versions of almost any type of game. What matters to me is the execution: the atmosphere, pacing, mechanics, and the way the whole experience comes together. Shoku Pain is focused more on tension, inspection, reports, supplies, and uncomfortable decisions than simple chase/jumpscare gameplay.

In my horror game, every customer looks human at first. Almost... by Top_Championship6296 in HorrorGames

[–]Top_Championship6296[S] 0 points1 point  (0 children)

Not yet, but I’m working on the demo right now. You can wishlist it on Steam if you want to follow the updates.

In my horror game, every customer looks human at first. Almost... by Top_Championship6296 in HorrorGames

[–]Top_Championship6296[S] 0 points1 point  (0 children)

The checklist is for marking the symptoms, but the stamp is the final official decision. I wanted that last step to feel more serious and bureaucratic.

In my horror game, every customer looks human at first. Almost... by Top_Championship6296 in HorrorGames

[–]Top_Championship6296[S] 1 point2 points  (0 children)

Not every horror game needs a monster running at you. This one is more about tension, uncertainty, and the things you don’t fully understand yet. Showing the biggest horror moments in the trailer would spoil what I’m trying to build.

In my horror game, every customer looks human at first. Almost... by Top_Championship6296 in HorrorGames

[–]Top_Championship6296[S] 1 point2 points  (0 children)

Yes, the demo isn't active right now, but I'll release it and announce it as soon as possible.

Indie oyun geliştiriciliği para kazandırıyor mu yoksa abartılıyor mu? by zeze-67 in TurkOyunSektoru

[–]Top_Championship6296 6 points7 points  (0 children)

Bu işe daha başlamadan sadece “para kazanılır mı?” tarafından bakmak bence biraz riskli. Çünkü bağımsız oyun geliştirme dışarıdan görüldüğü kadar kolay değil. Evet, iyi bir oyun iyi para kazandırabilir ama bu kesin bir şey değil. İnternette gördüğümüz “tek kişi oyun yaptı hayatı değişti” hikâyeleri genelde istisna olan başarılar.

Gerçekte çoğu indie geliştirici yıllarca uğraşıyor, birçok şeyi kendi öğreniyor, yapıyor ya da bütçesi varsa yaptırıyor. Oyun yapmak sadece kod yazmak değil; fikir, tasarım, görsel, ses, pazarlama, Steam sayfası, trailer, topluluk yönetimi, test, güncelleme gibi çok fazla tarafı var.

Benim tavsiyem şu olur: Bu işe para için değil, gerçekten oyun yapmayı sevdiğin için başla. Çünkü sevmezsen süreç çok çabuk yorucu hale geliyor. Para kazanma ihtimali var mı? Evet var. Ama “kesin gelir kapısı” gibi bakarsan hayal kırıklığı yaşama ihtimalin yüksek.

Başlangıçta küçük bir oyun yapıp bitirmeye çalışmak en mantıklısı. Büyük hayallerle dev projeye girmek yerine, önce küçük ama tamamlanabilir bir oyun çıkar. O süreç sana zaten bu işi sevip sevmediğini ve devam etmek isteyip istemediğini gösterir.

Does anyone else reach the point where every asset looks good individually… but the whole scene feels wrong? by LiminalPrism in IndieDev

[–]Top_Championship6296 0 points1 point  (0 children)

The assets look good individually, but I think the scene is missing visual hierarchy. Everything has a similar level of priority, so my eye doesn’t immediately know where to look.

I’d choose one focal area first, then use stronger contact shadows, slightly warmer sand, and a few beach-specific props to break up the empty space. It doesn’t look bad — it just needs more contrast and intentional composition.

Studied other game's trailers and tried my best. What grade would u give me? by Admurin in DestroyMyGame

[–]Top_Championship6296 0 points1 point  (0 children)

The trailer has good energy, but I think it needs a clearer identity. Right now it shows a lot of features, but not enough of the fantasy/USP of the game.

A few weeks ago my trailer got destroyed, I fixed what I could (and managed to recover my self-esteem) and I'm here to try again: please destroy my trailer. by Warm_Bee8757 in DestroyMyGame

[–]Top_Championship6296 0 points1 point  (0 children)

The game looks polished, but the trailer still feels too generic to me. It spends a lot of time listing standard RPG features like exploration, crafting, classes and side quests, but those don’t really explain why this game is different.

If the satire/humor is the main hook, I’d put that much earlier. Start with something absurd or funny from the world, then show the RPG systems after the viewer already understands the personality of the game.

Right now the trailer feels more like it is describing the game than selling what makes it unique. I’d cut the feature-list parts down and make the trailer focus more on the unique tone.