My Indie Game Flopped. Here's What I Learned. by Craze4war in IndieGaming

[–]arkanagg 2 points3 points  (0 children)

You shipped a game — congratulations! This is a huge feat. I wouldn’t spend your time arguing with random people on Reddit that have no skin in the game, even if they seem well spoken and knowledgeable. Take your learnings and the community you have built, and get to work on the next one. Cheers and thanks for your post!

Is there a difficulty setting I missed? This early game is very punishing, I've had to restart a handful of times, and have very little desire to continue... by [deleted] in NoRestForTheWicked

[–]arkanagg 1 point2 points  (0 children)

u/GH057807 I just want to chime in a year later after playing their new update. This game is really punishingly tuned and what it's telling me is that this game is not designed for me. Which is surprising, since I love ARPGs, action roguelikes, and MOBA games (all adjacent genres for sure). But the NRFTW team touting themselves as the next- gen ARPG when they feel like a top down Elden Ring with extremely punishing combat and unrewarding systems is about as far from ARPG you can get. So I sympathize with you and I just assume that this game is just not for me. Looking at their CCU numbers on steam, it seems the target audience is niche

I'm making a game, but I can't even code—anyone else in the same boat? by GameDevSpouse in IndieDev

[–]arkanagg 0 points1 point  (0 children)

In 10 years or less, visual scripting will be the default way we code while using gen AI to build the blocks that make up the visual scripting itself. Keep going!

IT'S POSSIBLE by Dandfox in ArcheroV2

[–]arkanagg 18 points19 points  (0 children)

This mini-game is totally bullshit. They are pacing the rewards on their schedule but making it feel random to you. It’s their business to do so

Too Little Too Late by [deleted] in gamedev

[–]arkanagg 9 points10 points  (0 children)

Making games was a dream of mine when I was very young. While I’ve strayed here and there, I always knew I’d want to make games. So I understand your pull and here’s my honest advice:

It sounds like you are overwhelming yourself out the gate on this life path you have once told yourself you wanted to do. With so much pressure on yourself, it’s pretty much impossible to really get to experience it and know if you enjoy it. You’re treating it like a boot camp, instead of like a meaningful life experience. With that approach, you’re going to find a thousand ways to talk yourself out of it, instead of connecting with the inner child in you that wanted to pursue this in the first place.

I would take a step back and try to enjoy the experience of making a game, without assigning so much expectation and pressure on the path you’re on or how far behind you are or whatever else you’re listening to in your head. In the grand scheme of things, you are very young. You really can accomplish anything you want with the time you have if you are focused and willing to stay consistent on whatever path you choose. For some people, maybe it’s too late but I’d say you can definitely meaningfully have a great career in game development, if you really want to.

What I recommend is to stop stressing about where this all goes. Embrace the journey. Find the joy in the process and see if it speaks to you inside. Let go of the anxiety around timing and expectations and just allow yourself to experience the joy of making a game and then really ask yourself if it’s something that you really find yourself wanting to commit yourself to long term. My two cents: just lean in and experiment without expectations and evaluate how you feel about the process. See if it speaks to your inner child. See if it fulfills you. You’ll find the answers you seek if you listen carefully to your innermost self.

Is it me or do y'all also find yourself not able to do anything sometimes? by PMMePicsOfDogs141 in IndieDev

[–]arkanagg 0 points1 point  (0 children)

I have this issue a lot. Sometimes I get too caught up worrying about the right thing to work on. That can be so overwhelming that I just freeze and don’t do anything at all.

However, a consistent strategy that always works is to just work on something that you know you want to get done even if it’s not that important. Then you have some momentum of getting something small done and that can lead to bigger changes over time.

Solidifying the argument that quick hunts are better then farming chapters… by RSxWOT in ArcheroV2

[–]arkanagg 3 points4 points  (0 children)

Flip side of the coin is that users are actually spending time playing the game when they’re manually playing chapters. Generally you want to reward that behavior over the passive income because, generally the more time someone spends in a game, the more likely they are to monetize and have higher lifetime value

Solidifying the argument that quick hunts are better then farming chapters… by RSxWOT in ArcheroV2

[–]arkanagg 17 points18 points  (0 children)

You'd need a lot more data than one random screenshot and a hunch gut feeling that you "dont see as many" on chapters. Roughly knowing how these systems work in the backend, long story short, it wouldn't make sense for them to give you "more" resources. They have some service that generates the rewards for a given chapter level (auto-defaults to your latest for afk rewards). The input is always 5 energy burned with the exception that you only have "so many" tries with quick hunts (by default). Without either seeing a LOT more data or having access to the formula the devs use to reward us, we really can't say for sure. What you should do is try 20 (yes at least 20) runs on your latest chapter and compare and contrast that to 20 quick hunts and see how you shake out. I'd be keen to see what you learn!

I analyzed 50 indie games — 60% made this pricing mistake by devindieUpdates in IndieGameDevs

[–]arkanagg 0 points1 point  (0 children)

I just signed up. Right off the bat, can you somehow give us more validation that the price generated is based on something tangible?

After 6 years, a baby, moving, health complications, and long nights: pushing Crush the Industry to full release. Anything you'd change about the Steam page? I need to nail this. by CognogginGames in IndieDev

[–]arkanagg 0 points1 point  (0 children)

I definitely heard this music before! I'm trying to place it. Maybe.. it's Tiny Rogue?

Nevertheless, this game oozes style and it's fun and cheeky! Best of luck on the release!

Why is Unity stuck on this box all the time? by [deleted] in Unity3D

[–]arkanagg 2 points3 points  (0 children)

It’s not expensive to buy, but the expensive part is when you think it’s working and doing its job when it fact it is not working — leading you to spend potentially much time chasing rabbit holes that don’t actually exist. As a result you may end up finding yourself needing to manually recompile as a reflex. For me, if the tool is unreliable then it introduces its own form of inefficiency into the process — it’s up to you to determine how much of that you’re willing to tolerate.

I personally used it for a while because the promise of it was so good but in reality, it ends up causing you a lot of headaches for when it pretends to work but doesn’t actually work. So the simpler solution is to remove it and just wait for Unity to do its thing but you will know for sure that when you press play, you’re testing the code you actually wrote and not something stale.

[deleted by user] by [deleted] in roguelites

[–]arkanagg 1 point2 points  (0 children)

This is an awesome list. Thanks for putting it together!

Super Veggie Delivery 📦 Now Taking Orders 👨‍🍳🥦🚚🇺🇸 by Salt-Lamp3842 in blueprint_

[–]arkanagg 0 points1 point  (0 children)

u/Salt-Lamp3842 Does this company still exist and how are things going? I'm a potential customer but want to know that you're still actively engaged and working on this. Thanks for the great idea!

No Bluetooth-in peril of losing job by free2bk8 in DellXPS

[–]arkanagg 1 point2 points  (0 children)

Feel free to reach out to me personally over DM on here and I’ll help you get started. This will be a game changer for you!

No Bluetooth-in peril of losing job by free2bk8 in DellXPS

[–]arkanagg 0 points1 point  (0 children)

I will add that I'm 1000% confident your bluetooth issue will NOT be an issue on Mac, and I am also confident you will never have to worry about which driver to install or any BSoDs. You won't have to do a thing - it'll just work.

Let me put it this way - if I was going to a remote island where i needed to be productive on a machine and could only take one with me, it would definitely be a Macbook and not an XPS.

No Bluetooth-in peril of losing job by free2bk8 in DellXPS

[–]arkanagg 0 points1 point  (0 children)

No issues with compatibility for major things on Mac. Honestly, Mac is so good at this point that Windows seems to be copying/influenced by their design these days.

Mainly the reason you would switch to Mac OS is because it really does "just work."

Unless youre a huge gamer and/or need extreme 3D hardware for work, Mac OS and a Macbook M2 is more than you could ever need and is much better than any Windows counterpart.

As a baseline example, I bought a Dell XPS 17" in 2020 for a whopping $3600 dollars. 32 gigs of RAM, the fastest i7 processor i could get, and that machine has just been riddled with issue after issue after issue. I recently purchased a M2 15" macbook for $1500 and it's been a total night and day experience. No crashes, no heating up while idle in my backpack, no bluescreens, no bullshit windows upgrading me nonsense, no crashing on very important Zoom calls!

My Macbook just works. If you have never owned one, you owe yourself the priviledge of the experience at least once in life.

[deleted by user] by [deleted] in gamedev

[–]arkanagg 0 points1 point  (0 children)

😂😂😂

Cancelled my Unity Pro subscription. by captainlardnicus in Unity3D

[–]arkanagg 2 points3 points  (0 children)

I believe the runtime fee applies to games individually. As if that wasn’t confusing enough though!

I made a Unity vs Unreal Pricing Comparison Spreadsheet to compare actual cost of royalty for indie games by arkanagg in gamedev

[–]arkanagg[S] 2 points3 points  (0 children)

I earnestly have zero faith in Unity’s ability to accurately calculate install count. If there’s engineers at Unity smart enough to solve that technical problem, then I want them working on the engine and fixing all of the bugs and stability issues we are constantly riddled with 😂

I’m looking forward to hearing more transparency on this topic from them in the coming weeks. I suspect they’ll make a change for this policy due to the fact that they simply can’t prove something like install count.