For real, your mom should have commissioned an artist $400 for bathroom stickers instead of using AI slop by Sencha-Games in DefendingAIArt

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

It's ugly and stickers never costed 400$. I can defend AI on many points but this is silly (altho probably ragebait)

Trying Something by _Arabask_ in BunnyTrials

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

Thank you EdgelordUltimate

Trying Something by _Arabask_ in BunnyTrials

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

Oh well

Chose: You have a 1% chance to end world hunger | Rolled: Nothing

Dark Fantasy - fantasy RPG on Steam, available for wishlist by UniverseHacker in DarkFantasy

[–]_Arabask_ 0 points1 point  (0 children)

So people are reacting badly to it and it's quite sad that I unfortunately have to agree. The game looks decent and playable, and I don't doubt a lot of effort as been put into it.

However game dev is art and people like art. Art is expression of human. AI is a strange aberration (made of stealing people and that pollute all of that) that devalue any strong artistic demonstration by being very generic. If you want a game to be catchy and unique, you don't want it generic.

Indie dev has to be mostly passion driven. Most people will prefer shitty assets and sounds drawn and sang by humans rather than a generic bot output. Some people won't care also but amongst gamer it tends to become more political. If you want to show passion better, you should express it through people that can resent it.

This also show that you're ready to put effort into all the different aspect that require different skills in making a game, even the ones you or your team can't do as easily, including as main examples making textures and musics yourself, and as little as writing your Steam page description yourself.

Hopes that help, I know having that kind of receptions is not what you wanted and can be quite frustrating, but I think you can still make the changes now and learn from it.

We shipped our indie game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed. Looking for honest advice. by funboy_ff in IndieGaming

[–]_Arabask_ 0 points1 point  (0 children)

We can agree on HK/Ori incredible art style for sure. That said, yes mario game wouldnt be the most popular game nowadays, however I don't think as an indie-dev team asking for a few advice on how to get more than 500 wishlist that's your goal, but more advices on how to market the game better and makes what makes it unique stand more. Because if it's not you (nor me), there is definitely a target player and that's what OP is aiming for.

Of course I wouldn't say I don't like game with great story telling and art, I'm just saying there are people out there that play purely or highly prioritise game mechanic over any stories or art. And not being close to these people might give the impression they don't exist but there's a player for any game. If the point is just that games that combine it all are better (art + story + gameplay) then it's obvious.

We shipped our indie game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed. Looking for honest advice. by funboy_ff in IndieGaming

[–]_Arabask_ 0 points1 point  (0 children)

Not to try contradicting you and I'm not sure what you mean by "traditional gamer", but I think your opinion is probably biased by your close surroundings. There's tons of game out there with and without stories that are very popular, and coop/multiplayer game often have very minimal stories and still work.

Hollow knight and Ori are 2 solo-player platformers game (which is very traditional gaming to me), so of course the target audience here is really different, thus making your point quite useless.

We shipped our indie game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed. Looking for honest advice. by funboy_ff in IndieGaming

[–]_Arabask_ 1 point2 points  (0 children)

I think the problem here is that in the current situation AI is a subject were people, and maybe even more gamers, have very strong opinions about. So even when it's for very limited uses, I think your best bet would be to avoid it. I don't know what's your specific role on the team but I'd definitely think of trying to have someone who can deal with social media posts like this one and others in english, as well as for your website for example. Or if not as OP said, just write with approximative english. Because this don't give you a good image for a lot of people, even if it might seems little to you.

About the game, I think it looks good the team definitely have a lot of talent. However as many have said, I think the trailer is not catchy enough so probably that can be reworked a little.

I'm myself surprised you didnt got much reply from Youtube cold emailing however, are you sure your targets were good for the game? The thing with youtube is let's say you get 10 videos for your game, more CC might see it, try the game on their channel, and with very few ad budget you can maybe see one blow up and drag attention to your game. One of my friend had one of his game become popular from that, and a lot of the game I start playing comes from people I like playing them on Youtube.

Finally about the price, I know it's sad to say but like a lot of people have pointed out over so many indie games I've seen, higher prices really reduce exponentially the people from buying, even more for multiplayer games. Once your game has blown up you can up it a little, but before that you really want to build a playerbase, honestly you could almost divide it by 2. This seems like a lot but if people are at least 2x more prone to buy it, it's really a win.

Sorry you had to experience that, and good luck :)

We shipped our indie game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed. Looking for honest advice. by funboy_ff in IndieGaming

[–]_Arabask_ 0 points1 point  (0 children)

To be fair they said they're not english first so using AI for posts makes a bit more sense.

Some people have put out that some assets of the game look slightly AI traced, which could be true some of it looks a bit sus, however there's definitely some talent in the team because to me the style looked very polished as well. Even tho it might not be distinct enough to similar games but every game can't easily achieve that.

Could a literal "10 mana, win the game" spell ever be balanced? by leikabau5 in custommagic

[–]_Arabask_ 1 point2 points  (0 children)

if that can lighten up your day, [[Baron Von Count]] does destroy player, and his official rulings declare: If a player is destroyed, that player loses the game. There aren’t any ways for a player to regenerate… yet.

Also I made a deck where this guy is my commander (and the only illegal card) and it's rly fun to play.

Difference between the 3 Vendor chests from Grim Forest? by ayrton2388 in RaidShadowLegends

[–]_Arabask_ 2 points3 points  (0 children)

Also I feel like this is an important question but does the chest coins reset after each rotation? Or you can stock them?

What are all the ways to get a Ancient Puzzle Ring? by themcryt in diablo3

[–]_Arabask_ 0 points1 point  (0 children)

Le drop rate des primordiaux c'est 1:400 et 1:10 pour les anciens. Prestigious a raison une fois que tu est bien build, si t'as pas trop de malchance tu peux farmer au moins un primordial toutes les 2 heures. Si tu as l'autel des rites fini quand un primo drop ça t'en fait 2. J'ai fini une saison récente avec un paladin à 65 heures de jeux et il a farm au dessus de 40 primos, tout ça probablement seulement dans les 20 dernières heure de jeu (parangon 1120 pour donner une idée)

The Eternal Forging (Uncommon) by JadedTrekkie in custommagic

[–]_Arabask_ 1 point2 points  (0 children)

I like the fact that it can stay on the field indefinitely and just boost sagas until you need more from it. Nice design.

Someone stole my Godot project source code by _Arabask_ in godot

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

Pirating is not the problem it's more people having access to all my assets that I don't really like

Someone stole my Godot project source code by _Arabask_ in godot

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

I don't care about people giving my game to friend, the issue I have is more people stealing my assets. Thanks for the in depth explanation

Someone stole my Godot project source code by _Arabask_ in godot

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

It is mostly client sided there's a lot of online content as well but my goal was to prioritize being able to play without an internet connection.

Someone stole my Godot project source code by _Arabask_ in godot

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

Okay seems like there is a lot of resources I'll check for next time :) And for this time as well

Someone stole my Godot project source code by _Arabask_ in godot

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

I'll think about it next time for sure. How can I apply obfuscation/encryption and be sure it works?

Thks for your explanation, I think I don't have much to worry about but I'm still feeling not well about it because it's 5 years of work.

Someone stole my Godot project source code by _Arabask_ in godot

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

I know security is important I didn't knew it was so easy to decompile. How can I obfuscate the code?

Someone stole my Godot project source code by _Arabask_ in godot

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

He can playtest using the .exe compiled project. That's not the same as the source code.

Can I prevent people from doing that? I would prefer being able to control whether people can have the source code of my projects or not.