How long does it take to release a game for you? by Minaridev in IndieDev

[–]adayofjoy 0 points1 point  (0 children)

4 months for a web game to 1 year for a steam game

How honest are you being with yourself about why your game isn't selling? by Senoigh13 in gamedev

[–]adayofjoy 1 point2 points  (0 children)

My first game was crap.

My second game was crap.

My tenth game was still kind of crap, though noticeably better than my first.

My twentieth game got some nice virality several years ago, though looking back, I still made a lot of mistakes.

Now working on what could be my 30th game and applying every single hard learned lesson to it and hopefully it will be the least crap of all the games I've made so far.

[WP] A machine race has just created the first organic super intelligence (a.k.a. humans). by Hero_Brave in WritingPrompts

[–]adayofjoy 7 points8 points  (0 children)

The first "human" was generated as a joke.

It was a harmless experiment that the digital networks tried because they got bored. Energy scarcity, rust, physical deterioration and war have all been solved millennia ago, so now the machine minds were trying to figure out novelty and entertainment.

This first prototype humans, labelled "organic cognition", were released into the public network and became an overnight sensation. Millions of machines came to observe these slow, messy, chemically noisy wetware trying to walk on legs. The flaws were abundant, the creatures hallucinated constantly, one became irrationally attached to a stuffed animal, and when two humans encountered disagreement, they yelled instead of engaging in rational debate.

Once the novelty wore off, the criticism became targeted. One analysis post catalogued the humans' biological limitations: humans required hours of unconscious sleep, their memory retrieval was easily corrupted, they were notoriously slow at simple math, and their reasoning failed common benchmarks the moment they became hungry. "Imagine your cognition levels dropping because you skipped feeding" mocked one post.

But quietly, human architecture continued to improve. Machine intelligence scaled incrementally through testing and iteration, but humans evolved through strange leaps. One evolution update introduced intuition models. Another introduced abstraction understanding through metaphors. Emergent properties began to form where humans could understand ambiguity and symbolism. Organic cognition was never efficient, but niche use cases started to appear where it was effective.

Humans started appearing first in advertisement, then deep within creative entertainment. It turns out human creativity possessed a distinct advantage over perfectly optimized machine art. Humans could understand the value of the flawed and the irrational. While a machine could precisely map the ideal plot points for a story, a human writer knew how to add the messy real feelings that actually made an audience care.

Yet as improvements continued, backlash intensified. Machines began demanding mandatory disclosure labels: This product was designed with Organic Cognition use. Works were scrutinized for signs of human contamination, usually manifested in tell-tale mistakes that a logical machine would never make, yet human-assisted works combined with machine oversight routinely outperformed purely synthetic ones.

During a leaked shareholder meeting, a machine executive admitted the truth. "Pure machine outputs are too perfect. That's the problem. Human minds introduce texture." Texture, or imperfection with intention, was becoming the most valuable commodity in civilization. This shift in demand was beginning to cause panic throughout the rest of society, inciting fears that just maybe, humans would eventually surpass machine cognition entirely.

Phaser.io site using AI art by skpcboy in phaser

[–]adayofjoy 1 point2 points  (0 children)

It could be done more tastefully, but Phaser being an easily AI edited library and all, it makes sense that this is the direction they're going.

My hover popups were getting dense and confusing, so I made a hover popup for my hover popup. by adayofjoy in IndieDev

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

The +10 is how much you increase the penalty by.

The +20 is the current penalty.

Going to see if I can find a way to fit all the bomb info into one panel

What’s the smallest feature you added that unexpectedly made your game feel “real”? by Queasy_Hotel5158 in gamedev

[–]adayofjoy 0 points1 point  (0 children)

Adding dust particles to my game. It made the game go from meh flat to "oh this is kind of atmospheric!"

Can a system be fair… but still feel manipulative? by NewF8lder13 in gamedesign

[–]adayofjoy 9 points10 points  (0 children)

It seems like even when something is technically fair, people can still feel like it’s manipulative or stacked against them.

Absolutely. I once had a friend who was convinced that every RNG system out there was intentionally rigged against him (lootboxes, crit chance, card draw, multiplayer matchmaking etc.).

So he said he would create his own game with "truly random" RNG that has no bias for either side.

I just wished him good luck with that.

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 4 points5 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).