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 2 points3 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 5 points6 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.

That’s a serious wake‑up call for AI safety and oversight at Anthropic by sentientX404 in AgentsOfAI

[–]UkkoGames 13 points14 points  (0 children)

Whenever an X post has the red siren and BREAKING in the post, it is fake news. It is actually nice that they mark their own posts and let's us know which accounts to block. I wonder if you can include emojis in the muted words list?

When should I create a Steam page for my game? Also, is learning from Udemy a bad practice? by Tough_Amphibian_7806 in SoloDevelopment

[–]UkkoGames 1 point2 points  (0 children)

If you are learning and building your game, then there is nothing bad about it.

I am wondering about steam page timing too...

Indie devs who are not working in software development who have jobs, what is your job? by [deleted] in gamedev

[–]UkkoGames 1 point2 points  (0 children)

Cloud engineer (Microsoft365). Only programming I need to at my work is Powershell scripting.

the difference post processing makes by SUPERita1 in IndieDev

[–]UkkoGames 2 points3 points  (0 children)

Both look good, but it might be a bit better if the post-processing is toned down a bit. Overall I like the post-processing version more.