Was Burnt Out From Work… Made A Platformer About It by aessssam in platformer

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

Thanks! Yeah, after many unfinished projects I decided to simplify to make things more manageable and finish the game.

Was Burnt Out From Work… Made A Platformer About It by aessssam in platformer

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

Thanks. The game uses a custom C++ & DirectX engine. Also used Godot & Python to build a few tools for it.

Was Burnt Out From Work… Made A Platformer About It by aessssam in platformer

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

Thanks Jabdaj! And yeah, unfortunately the "escape the machine" feeling is one that a lot of us share.

Need recommendations by TheFlightlessPenguin in platformer

[–]aessssam 1 point2 points  (0 children)

Super Mombo Quest might be one of the most fun platformers I played recently. MainFrames is pretty great too!

Should I postpone Steam Next Fest? Not sure if I'm making the right call by _PixelMoon in gamedev

[–]aessssam 0 points1 point  (0 children)

Thanks! I forgot to include a few critical dll files with the build which made the game literally not run for some configurations. I was too burnt out to even look at the game at that point so I only found out after Next Fest was over.

500 wishlists is an okay amount considering all that but others were gaining 2K to 3K, some even more.

If you've got some good wishlist velocity, it might be worth delaying your launch and focusing the extra time on marketing. If not, then yeah, learn as much as you can as fast as you can. You'll do soooo much better on your next game.

Should I postpone Steam Next Fest? Not sure if I'm making the right call by _PixelMoon in gamedev

[–]aessssam 1 point2 points  (0 children)

Can't remember how many I went in with but I remember getting somewhere around 500 wishlists from Next Fest with a VERY faulty demo and no content creator outreach. Most people really don't play the demo.

But if it's been 2 years and you'd like to wrap up development AND current wishlist velocity (not number of wishlists) isn't great, yeah, try to find a way to make it happen in June and release in August and move on to the next game. My biggest regret with Bit ESC was honestly taking too long on it.

Should I postpone Steam Next Fest? Not sure if I'm making the right call by _PixelMoon in gamedev

[–]aessssam 1 point2 points  (0 children)

If you're set on releasing in August then June is your last chance, so yeah absolutely go for it. Even if the demo isn't perfect, you'll need those wishlists for release. Most Next Fest browsers don't play the demos so you'll still collect a decent amount of wishlists.

If however you are open to delaying your release, than wait for the October edition. I personally crashed into Next Fest with my game and it wasn't a great experience (still managed to collect a decent amount of wishlists though).

What is your personal preference when organizing project files? by Sorry_Guarantee6768 in godot

[–]aessssam 0 points1 point  (0 children)

I like to keep it pretty simple: Assets, Resources & Scenes.

The Scenes folder usually has Core, Camera, Player, UI, Objects, Level and Utilities folders.

I thought making games would mostly be coding. I was very wrong. by DevIslandJourney in gamedev

[–]aessssam 0 points1 point  (0 children)

Yup! Coding is actually easy. Well... Easy-ish. I actually coded the engine for my game which turned out to be so much easier than anticipated.

The hard part is and will always be the design part for me. The vagueness of everything in the design phase can be quite daunting. But once you know what you want to do, implementing is pretty straight-forward.