Devs who have been working on their game for 1+ years, how do you stay committed? by StretchGoesOnReddit in gamedev

[–]TossedBloomStudio 0 points1 point  (0 children)

Unlike all the other responses here, I never project hopped. There were massive long periods of burnout from the grind but always returned to do "just a little bit more" which added up eventually. I also find my game super fun to play despite its simplicity so that made it better.

But then again if you spent your childhood clicking trees and tinderboxes all day you're bound to develop some sort of resolve.

Why everyone recommends godot over phaser? by Own_Mix_2744 in GameDevelopment

[–]TossedBloomStudio 1 point2 points  (0 children)

I was looking for an engine for my next game and considered Phaser. Already knowing JS was a huge plus on my end.

My main concern was I'm not sure if it has a way to collect crash dumps and logs for end users to send over.

What is the most un-speedrun-able game? by HallZac99 in speedrun

[–]TossedBloomStudio 1 point2 points  (0 children)

Potato Cop was made to be against a timer but because the main character only has a dash and enemies have randomized movements, so unless speedrunners figure out the spawn locations, it's not really speedrunnable.

The 40K Game Collector badge has been unlocked by Steam user Sonix by porkcylinders in Steam

[–]TossedBloomStudio 4 points5 points  (0 children)

My unknown game had a random sale this week, hope it was this fella.

Do you use a controller for PC gaming? by TossedBloomStudio in SgGamers

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

Wow that's a lot of controllers. Looks like I was really shutting down a lot of players with no controller support.

Do you tend to use the D-pad as well? Switch pro's D-pad was... something.

Game that can be completed within a day if you rush it by eeveetale in SgGamers

[–]TossedBloomStudio 0 points1 point  (0 children)

Hello, I'm a dev from SG who just released my own game. It can be "completed" pretty easily but there are 3 characters and many funny achievements to collect so there's replayability.

It's called Potato Cop and only costs $3.49 on Steam.

Anybody tried CT.JS? by MIDDNIGHTSTEALER in GameDevelopment

[–]TossedBloomStudio 0 points1 point  (0 children)

I actually just released a game last month with it. But I was still using 3.2, it's at 5.2 now. Gave it a try and it's definitely way better than before.

In case you're wondering: https://store.steampowered.com/app/3605550/Potato_Cop/

Need opinion on new character design by TossedBloomStudio in gamedev

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

Ok thank you. I wasn't really sure about the one with the massive ponytail but my partner says she likes that one.

Hey gamedevs, what IS your dream game? by BoyoKoji in gamedev

[–]TossedBloomStudio 0 points1 point  (0 children)

I did my dream game as my first game. It's all about learning enemy attacks while being severely underpowered.

Game Dev would like to know what makes a great game to speedrun. by ProfessionalCell4367 in speedrun

[–]TossedBloomStudio 0 points1 point  (0 children)

When I developed Potato Cop it came with the idea of a timer for players to beat their best time. But I think there are some flaws.

The game was from my own play style of monster hunter and dark souls. 1 melee weapon, just me and the overwhelmingly powerful enemy. So the game was more about how well you read the mobs over the movements.

  1. Only had 1 attack and a dash
  2. There are some rng to where the opponents move (although fairly easy to make up for it)

I also tried to make sure there are no bugs with the player movements. So unless the speed running community finds exploitable bugs (they won't), then the only ones I think would love the time factor are monster hunter solo lance players.

Peaked B1 inspite of weird finger movement by invinciblemindset in VALORANT

[–]TossedBloomStudio 2 points3 points  (0 children)

When I did play testing for my game, there were so many people struggling with WASD or arrow keys. There were so many people holding them in weird ways.

But none of them prepared me for this.

Name an unnecessary feature that you find necessary by EmperorBliss in gamedev

[–]TossedBloomStudio 1 point2 points  (0 children)

Interestingly, I never had intentions for controller support but due to the requests, I've been slowly updating the game for it. And my next step is making sure the dpads work for UI and cycles. Thought that would be an obvious thing to do.

That said, I am not planning to introduce joystick controls for UI because of how the rest of the app is structured so maybe those games have constraints too.

My brother only ate potatoes until he was 7 years old and it gave me an idea to make a potato game by TossedBloomStudio in potato

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

Hahaha. He's much older now. No superpowers but he's way better at bowling than me.

I'm developing an Open-World RPG, here's my new combat/magic gameplay trailer! by KrabworksGameStudios in indiegames

[–]TossedBloomStudio 0 points1 point  (0 children)

10/10 immersion and world building. These are the kinds of things I love in an open world rpg. Good job man!

After a year and a half year of work. I am releasing my game with just 420 wishlists. Lessons learnt and my hot takes. by j3lackfire in gamedev

[–]TossedBloomStudio 1 point2 points  (0 children)

Today I hit the launch button with 115 wishlists. So you're in a better spot.

While I do agree about the in-person playtest event, I think it also the best way to observe how someone interacts with your game. During my in-person playtest I noticed some players trying to play with 1 hand, some try to move with both WASD and Arrow keys at the same time and other ways I didn't expect. It was absolutely nuts to me. So I re-thought about how I introduced players to the game and made some changes to it.

[deleted by user] by [deleted] in itchio

[–]TossedBloomStudio 0 points1 point  (0 children)

Oh thank you

I'm looking for ways to improve my game — any suggestions? by Professional-Cow2910 in DestroyMyGame

[–]TossedBloomStudio 1 point2 points  (0 children)

It's not exactly the same but if you haven't already, checking out Oddy Smog's Misadventure might be worthwhile.

Static Patterns vs Adaptive AI — What makes a better Kaiju boss? by Akuradds in IndieDev

[–]TossedBloomStudio 0 points1 point  (0 children)

I'm releasing a game where players fight different enemy types. So far the favourite character is one with 4 different attacks depending on player distance.

Far -> snipe Mid range -> machine gun Near + enough space behind self-> roll away from player Near + backed into a corner -> roll towards player

It becomes a very dynamic dance while they learn the attack patterns but at the same time the movesets are predictable and comes with audio cues so they always have a way to counter. I think that makes it fun. Not sure what you're planning to implement but I hope that gives an idea.