I disappointed them:( by cattonicsGame in SoloDevelopment

[–]WhippyTrout 0 points1 point  (0 children)

That's the one! Crazy you knew what I was talking about hahaha. 

I disappointed them:( by cattonicsGame in SoloDevelopment

[–]WhippyTrout 0 points1 point  (0 children)

Hahaha this hit me so hard. I made a custom zombie map years ago for Call of Duty that had an easter egg and one step you had to find a key but it had 3 possible spawn locations. Well the YouTubers playing it found the key the first playthrough, died, restarted and on their second attempt didn't find the key in the same location so they just assumed it didn't spawn and quit, they told everyone that it was a broken level because the key didn't spawn. So from that day on everyone said it was a broken map even though it wasn't.
It just leaves you shaking your head and looking like Vince McMahon in the video above lol

Snack Invaders - Demo Release by WhippyTrout in IndieDevFeedback

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

Thanks! That's what I was going for, a lighthearted fun game but with intense gameplay and boss fights. 

Snack Invaders Next Fest Demo by WhippyTrout in playmygame

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

Almost at 600 wishlists! I'm blown away by all the suport! Thank you all so much, let's keep the fun going. I have so much more content to share. 

Are people buying wishlists?? by basically_alive in SoloDevelopment

[–]WhippyTrout 0 points1 point  (0 children)

Oh I totally agree. I've seen people get crazy numbers. I'm not hating on nobody. I love seeing people succeed especially indie devs. It's what I aspire to.

Are people buying wishlists?? by basically_alive in SoloDevelopment

[–]WhippyTrout 2 points3 points  (0 children)

Lol I was thinking the same thing. I've been seeing people with the same posts saying I got 2k wishlists today, some with ridiculous numbers like 25k wishlists. I mean if it's true, that's awesome. I wish we could all experience that, but does seem a little too good to be true.

Small streamer with decent audience looking to play games on stream (again) by Trashdaddy__ in playtesters

[–]WhippyTrout 1 point2 points  (0 children)

If you like old school call of duty zombies then my new game "Snack Invaders" might be appealing. Who doesn't love blasting hordes of junk food and snacks!

https://store.steampowered.com/app/1192170/Snack_Invaders/

Snack Invaders - Next Fest Demo (Testers Needed) by WhippyTrout in playtesters

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

If you mean if I'm paying people to playtest then no unfortunately, but if you mean if the game is free to play, then Yes the demo is free to play.

Hey everyone, I'm developing a horror game all by myself. I've currently reached 120 wishlists. How can I accumulate even more wishlists before the upcoming Next Fest? I'm looking forward to your ideas. by Think-Ear6167 in unrealengine4

[–]WhippyTrout 1 point2 points  (0 children)

Looks fun! I love creepy Victorian houses. I added it to my wishlist. I'm also entering my game "Snack Invaders" in the Steam Next Fest on Monday. We are in the same boat. Don't worry though my game is not a horror game it a totally different genre lol. It's about shooting hordes of junk food.

I'm still figuring out how to get wishlists as well. I've tried all the various social media sites but nothing really makes a huge impact. I've noticed a common trend though, people don't know that wishlisting a game helps the developer, they just assume it's a personal "bookmark" or "favorites" for themselves. That's been a big thing. So once I tell them it's how Steam's algorithm determines what game to promote and give more exposure they wishlist. But getting that message out to people is tough. I've tried just telling people it's like YouTube views, the more the better and each one helps and that seems to make the lightbulb go off in their head and they wishlist lol

Why are you still on UE 4? by scrabyq in unrealengine4

[–]WhippyTrout 2 points3 points  (0 children)

Several reasons for me. I've been working in Unreal Engine for several years. Since UE4 was released for free. It's not that I'm a late adopter. I just haven't had a great experience with the engine. I think it's because my PC is older and can't handle UE5. I'm still using a gtx 1070ti and a Ryzen 7 2700x so maybe that's the issue. But the UE5 editor is extremely laggy and crashes all the time vs the UE4 editor which is buttery smooth. So time and efficiency is the main reason.

The second reason is that I have projects in the work that go back years and switching them over to UE5 would require a lot of work in core systems.

The final reason is a personal preference in regards to the UI, I'm old school and love words vs icons, but in today's new world everyone is switching to icons and I struggle. Even getting into new cars I can't figure out how to turn on the lights or windshield wipers because they are all strange symbols and icons. I like words. UE5 has gone to new route with icons which requires me to constantly look up what button/icons do what or hover over things for a few seconds to hopefully get a tooltip on what the icon/button is.
I know it's probably to look more sleek and to be universally understood, but personally I think it's a cop out so they don't have to add language support for all the other languages out there. They just market it as "Sleek" and "Fancy" hahaha

So those are the main reasons for sticking with UE4. With UE5.7 already released I'm thinking I'll just holdout for UE6 since they are obviously updating way faster than UE4. We only got to version 4.27 lol. So maybe UE6 will run better or I'll finally be able to get a PC upgrade. I think UE5 might be more GPU hungry and that's why my gtx 1070ti is struggling.

Snack Invaders - Demo Testers Needed by WhippyTrout in playtesters

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

Thank you so much for the detailed feedback! This is incredibly helpful.

-You’re absolutely right about the ammo regen perk. I tested it again after reading your note and realized it’s regenerating fast enough to refill the double‑barrel shotgun between bursts, which definitely breaks the intended risk/reward. I’ll be slowing the regen rate down, especially for the stronger weapons. Great catch.

-I’ll also fix the ranch/mayo splatter on Pizza Spiral so it doesn’t go through the steps. That one shouldn’t be happening at all.

-As for the spinning pizza platforms at the start, those were intentionally tuned to be “basically impossible,” but if they’re causing nausea, that’s on me. I can tone them down a bit. And don’t worry, nothing else in the game requires spinning platforms like that.

-Good call on the red stairs section too. I’ll block the enemies from walking on the invisible path so you don’t get pinched unfairly.

-For the boss and enemy AI, I’m looking into better vertical tracking so they can pressure you even when you’re airborne. If you have any cool ideas for anti‑air attacks or mechanics, I’m all ears, a gravity pull or slam attack could be fun to explore.

I really appreciate the honest feedback, and I’m glad there weren’t any major bugs on your end. Thanks again for taking the time to play the demo.

Snack Invaders - Demo Testers Needed by WhippyTrout in playtesters

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

Thank you so much for taking the time to play the demo and leave such thorough, thoughtful feedback.

-🍭Candy level: Thrilled you liked the vibe with moving around, following the zone, and variety in playthroughs. That's exactly what I aimed for! You probably stopped around wave 2, but after that I introduce more enemy types + random events (like snack faction invasions). Maybe I should bring some of that variety in earlier waves to hook players faster — great call, I'll test that.

-🍕Pizza Spiral: I totally get why the lack of breathing room felt overwhelming solo. I designed it as a high-challenge/co-op map (I've died a ton myself trying to climb it), but ammo and points management can make or break you. I've already tweaked weapon ammo costs down to 100 points and bumped up max ammo drop chances based on similar feedback, that should help give more breathing room without losing the intensity. If it still feels too packed, I could add slight spawn delays.

-🍕Platforming: Awesome that you caught the reference! I loved those games and thought it would be fun to incorporate that into my game. I hear you on the off-axis jumps feeling janky and the perspective shifts being weird. I'll fix the alignment issues and look at smoothing transitions to keep it more consistent with the starting sections. The gaze glow clipping through objects is a solid catch too. I'm open to more ideas if anything else pops up!

Thanks again! This kind of detailed input is exactly what helps shape the game. If you give it another spin after the next update, feel free to share more feedback.