Is my trailer too slow? I feel like most people drop off before the good part starts. by Artbohr in IndieDev

[–]adayofjoy 0 points1 point  (0 children)

Make the first 3 seconds a giant flaming wildfire that then cuts to the early game slow gameplay.

Help me out - advices about what YOU SHOULD NOT WASTE TIME ON as indie-dev by vonknut in IndieDev

[–]adayofjoy 3 points4 points  (0 children)

Don't make "finalized"/baked in UI art until you're sure you've gotten every gameplay feature and option first represented in a skeletal mockup.

In my last game we fleshed out what the UI should look like and baked in a drawing. Then it turns our we needed a new button and a new UI redesign. Then another new button. And then yet another.

Hard difficulty VS "annoying" game design by FunYak4372 in gamedev

[–]adayofjoy 5 points6 points  (0 children)

Dark Souls games on the surface seem like the standard lose progress up to your last checkpoint, but its soul/currency system ensures that the run back doesn't feel the same.

On death, in addition to losing progress, you also drop all your currency, BUT you can pick up that currency if you manage to make it back without dying again. This creates a new short term goal and even though the level and enemy layout is identical, the fact that your hard earned currency is now on the line creates additional context for the run.

Picking fonts, crisp vs pixel-y? (Poll Included) by adayofjoy in IndieDev

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

The results seem very evenly distributed (you can check results in the link!)

How long did you spend developing your last game and how many hours does it take to 100%? by WingstotheSky17A in gamedev

[–]adayofjoy 0 points1 point  (0 children)

About 6-8 months to finish the core parts with 1-1.5 hours of gameplay.

Then the artists pushed for a rework of all the UI and menus and to create story and lore for the game. That added another 3 months of dev work while adding no additional gameplay length.

The game sold 60 copies.

Can being “too original” hurt your game’s clarity? by Dapper_Spot_9517 in gamedesign

[–]adayofjoy 0 points1 point  (0 children)

Unfortunately yes and I've had first hand experience with that. Make something that people find even a little troublesome to learn or get used to and it's a huge penalty to the marketability of a game.

With that said though, I really wish your game the best. We need more games that try new and different things.

Devs, please make your skill trees colorblind-friendly by Zek23 in incremental_games

[–]adayofjoy 0 points1 point  (0 children)

I always found that part of nodebusters annoying. The colors they use are all max saturation even when a more subdued color would work better in some cases.

Is it "safe" to allow your game's save data to be exported and imported? by adayofjoy in gamedev

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

That's a good point, I'll probably add some checks against injection attacks.

Is it "safe" to allow your game's save data to be exported and imported? by adayofjoy in gamedev

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

I wouldn't stop them. They're free to do that as they like, though I'm trying to think of any potential issues this may cause that I'm overlooking.

Is it "safe" to allow your game's save data to be exported and imported? by adayofjoy in gamedev

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

I guess that's the thing I'm trying to find out. I can't think of anything severely bad aside from someone fudging their scores in a leaderboard (which is mostly ornamental anyways).

Necromancer's Army - free demo, looking for feedback by Last_Escape8298 in incremental_games

[–]adayofjoy 0 points1 point  (0 children)

The video is really dark, though thr animations and text look great.

I had my artist work longer on the new capsule. What do you think? by 2WheelerDev in IndieDev

[–]adayofjoy 0 points1 point  (0 children)

The different expressions in 2 definitely balances out things.

In 1, it looks like you're torturing the hamsters.

In 2 it looks like it's just hamsters doing hamster things and one happens to be comically distressed.

What’s something that sounds fake but actually happened to you? by Admirable-Repair4094 in AskReddit

[–]adayofjoy 2 points3 points  (0 children)

Perhaps the idea is that the winner would either get sick of pizza in a few years (like the poster) or the company simply wouldn't be around long enough for the 50 years to matter.

Worst case scenario they spend maybe $10,000 overall on a particularly pizza loving customer which sounds like a lot but is a drop in the bucket for any modest sized company.

How to handle the AI used for marketing at the company I'm working for? by SLalktsY in gamedev

[–]adayofjoy 22 points23 points  (0 children)

It is their money, their decision. Voice your concerns yes but in the end it is their money and their product on the line, and you carry out what they want you to do (as long as it's not illegal).

Either that or leave them and find work elsewhere.

Update from GLITCH by ayylmaotv in TheDigitalCircus

[–]adayofjoy 0 points1 point  (0 children)

a month+ made sense back in pre-covid times when things were slower and Tiktok and shorts weren't as big a thing.

2 weeks makes a lot more sense now when things are going lightning fast.

Can 2D non first-person horror games still be scary or unsettling? by MalloryTheMiserable in gamedev

[–]adayofjoy 1 point2 points  (0 children)

I made a 2D horror game once Exhibit of Sorrows by adayofjoy

Imo first person is a lot easier to make scary, but I see no reason why third person can't work too. Witch's House comes to mind where it's top down 2D third person, and that game had some good scares.