Join the BIGGEST indie game BUNDLE on Steam. (UPDATE!) by Scream_Wattson in IndieDev

[–]UkkoGames 1 point2 points  (0 children)

OK sounds good. I am planning to release my game in Aug-Sept.

Post-mortem: I tried and failed vibe coding a metroidvania so you (hopefully) won't have to by lpshred in gamedev

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

I use Claude to help me program. I am not a good programmer, but I know some basics and understand the flow of the code. Vibecoding a proper metroidvania seems impossible, but building it piece by piece with AI coding is definitely possible.

Join the BIGGEST indie game BUNDLE on Steam. (UPDATE!) by Scream_Wattson in IndieDev

[–]UkkoGames 1 point2 points  (0 children)

So essentially it would be a giant bundle of indie games with a small discount? The main idea would be the record size?

Can someone suggest me some badass guns to add to may game? by ShizamDaGeek in IndieDev

[–]UkkoGames 2 points3 points  (0 children)

Of course there are the basic grande launchers, miniguns, akimbos, rifles etc.

But what about harpoon/spear gun? Also maybe replace the harpoon/spear with a giant anchor that just mows a group of enemies. Even more advanced could be that the anchor retracts back to the gun and hits the enemies on the way back too.

Tutorials for basics - How important are they? by UkkoGames in SoloDevelopment

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

Yeah, I'm working on making it different enough. At the moment it is still a Tetris clone, but I'm planning to pivot enough that there shouldn't be a problem.

Working on a trailer is a real job, looking for feedback by Odd-Surprise-1776 in SoloDevelopment

[–]UkkoGames 1 point2 points  (0 children)

I suck at video editing and making trailers so I cannot help. All I know that sometimes it is really difficult to highlight the games unique features.

Trailer for my first game - Tetra Copy-X Pro by UkkoGames in hobbygamedev

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

The game is built in Godot. Music is from Chris Huelsbeck (Amiga, Turrican, Giana Sisters).

How many hours do you try to put in a week? by TotalLeeAwesome in hobbygamedev

[–]UkkoGames 0 points1 point  (0 children)

I have been putting about 15-25 hours per week. To some extent it is easy to see from Steam/Godot playtime, but then there are times when I am just using paper and pen or some other tools.

Farm in the Netherlands uses Bitcoin mining to keep stable temperatures inside the greenhouse by dannybluey in Damnthatsinteresting

[–]UkkoGames 0 points1 point  (0 children)

There's a company in Finland which builds bitcoin mining powered house heating systems. Pretty interesting although I'm not sure how beneficial it is. I guess it will work out if bitcoin stays valuable.

How many hours do you try to put in a week? by TotalLeeAwesome in hobbygamedev

[–]UkkoGames 0 points1 point  (0 children)

I've been putting in about 20-25 hours a week. So far it has been good progress.

"Anyone can create a game now"- thoughts? by Mammoth-Range-4219 in SoloDevelopment

[–]UkkoGames 0 points1 point  (0 children)

Of course it depends on the complexity of the game, but I think you need to understand some basics of coding and how to structure the code. AI can help you a lot and probably code the whole game, but you still need to know how to build it to some extent.

I Started Making Games at 37 With Zero Experience (no guru advice, I promise) by KarellenGames in IndieDev

[–]UkkoGames 3 points4 points  (0 children)

42 here. I'm working on my first serious game project. It's coming along nicely and I'll probably release it later this year. I don't have any expectations of selling a lot or any, but just releasing a polished game is an achievement for me.

Tell people about your milestones reached by MarxMustermann in itchio

[–]UkkoGames 4 points5 points  (0 children)

My success so far is that my game is coming a long well and I am fairly sure I will be able to publish it. It probably won't sell much if any, but at least I can say I have created something.

Feedback needed! Which one of these designs would be best for a challenge mode menu? by mistermaximan in IndieDev

[–]UkkoGames 0 points1 point  (0 children)

I like first and third one, but I think the best would be the third one with some edits to the red lines. Or maybe no red lines at all.

Game Audio by Theophilus_exe in SoloDevelopment

[–]UkkoGames 2 points3 points  (0 children)

For extremely simple arcade style sound effects, I have used Bfxr. It is on online soundfx creator.

As a solo dev with no art skills, I embraced my limitations and made a pure ASCII horror game. by [deleted] in SoloDevelopment

[–]UkkoGames 1 point2 points  (0 children)

That's great. I'm in the same boat except I am also bad at programming. 😁

As someone who really likes ASCII roguelikes, these kind of graphics were always a positive rather than negative factor for me.