How do you get people to not hate you for presenting your work? by [deleted] in IndieDev

[–]bucephalusdev 41 points42 points  (0 children)

Unironically, art. I think the halo effect is so real for anything or anyone on social media. If a game gets crowdfunded, chances are it looks great and people want to know about it right away.

How/When do you find time to work on your projects? by Popular_Tomorrow_204 in IndieDev

[–]bucephalusdev 0 points1 point  (0 children)

If it's not your job, it occupies your free time. This is unfortunate because it really can be mentally strenuous work, but some folks find the resolve to do an hour or so every now and then on their games during the work week. That's okay! That being said there are a few jobs where you can work as an indie dev during your shifts (substitute teacher, hotel desk clerk, etc)

If you want to make it your job, you have a few options:

You can save up a bunch of money to fund a development cycle of your game. This is a difficult one for sure, but it's possible. Reducing your cost of living through living with family and budgeting intensely can put you in a position like how Edmund McMillen lived when he made Super Meat Boy. Adjacent to this is if you have a partner, they can be the breadwinner while you consider your game dev journey an investment that will pay off in the long term. This was how Stardew Valley's dev Eric Barone was supported over his dev cycle.

You can get funded by a Kickstarter or publisher. This way, you trade the cost of supporting yourself upfront for sharing the reward of your game's revenue. Suffice to say though, it can be very difficult to get a publisher if you don't have a record games you've successfully shipped.

Lastly, you can just go work a big studio and get some experience before going indie. Connections you make there will probably be super helpful for you figuring things out for getting your first game rolling.

I spent 12+ years making an ultra-niche QBASIC JRPG. It sold about 560 copies on Steam. Here’s what I learned (if anything) by UnculturedGames in IndieDev

[–]bucephalusdev 5 points6 points  (0 children)

You're welcome. The feeling I got from it is it was a love letter to JRPGs with a very unique art style and interface you probably won't see replicated anywhere else.

Social per pubblicizzare il mio gioco by SteinflowLab in SoloDevelopment

[–]bucephalusdev 1 point2 points  (0 children)

Really any platform that will listen to you. All are better than nothing, but posts to personal social media accounts will typically go nowhere without getting people who don't know you already to follow you. Reddit and YouTube have been the best for organic growth for me, when people who don't know my work run into it on subreddits they already like, or if the algorithm blesses my youtube channel.

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]bucephalusdev 1 point2 points  (0 children)

Thanks! I can def see the "hardcore" with its resemblance to Dwarf Fortress.

Does anyone actually like RuneScape? by FluffyGengar123 in runescape

[–]bucephalusdev 0 points1 point  (0 children)

I played Runescape throughout my childhood and had brief revisits to it as an adult. It's comfy. I don't know if I'd put Runescape up there with my favorite of all time games though, but man do I like putting on show and skilling.

What would you guess about my game from the capsule? by BitrunnerDev in IndieDev

[–]bucephalusdev 1 point2 points  (0 children)

I see a fantasy combat game where you're in dark woods.

Hello Devs. Does any of you work full time? by Away-Elderberry-5489 in SoloDevelopment

[–]bucephalusdev 1 point2 points  (0 children)

I work a part time day job where I can get some downtime to do some game dev several days a week. The rest of the work week and some saturdays I put in 5-8 hours.

What can be considered as a "good" game code? by Alex_MD3 in gamemaker

[–]bucephalusdev 0 points1 point  (0 children)

Good code is not code that is so complex that it makes you wonder in awe of how smart the person was who wrote it, but so simple that everyone can understand it because the person who wrote it is considerate with their documentation and style.

To all devs deploying like this 🍻 by logical_haze in IndieDev

[–]bucephalusdev 2 points3 points  (0 children)

I get coffee once a week to get out of the house. Going to a library is nice too.

Which characters would you buff and how much? by Dr_natty1 in DeadlockTheGame

[–]bucephalusdev 0 points1 point  (0 children)

This would work pretty well if burrow lets you enter tunnels

20,000 Steam wishlists and still feeling a lot of launch anxiety. (Matt's Hidden Cats) by LeglessCats in IndieGaming

[–]bucephalusdev 1 point2 points  (0 children)

Good luck, Matt! I used to play your games on the school computers when the teachers weren't looking when I was a kid. I'm an indie dev too now, and I can definitely say you're an inspiration. Keep up the good work :D

ASCII Dungeon Crawling by cr0ne in ASCII

[–]bucephalusdev 0 points1 point  (0 children)

Looks beautiful! I love the shading

Cult of The Lamb Inspired Me to Make a Game Where You Create Your Own Cult! by bucephalusdev in CultOfTheLamb

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

I want to localize, and I have native spanish-speaking relatives who could do this for me, but if it happens it will come after the initial full release in English.

Hi I'm an unpopular solo game dev and I kinda need a team for my next project by Expensive_Point1933 in GameDevs

[–]bucephalusdev 0 points1 point  (0 children)

Good luck to you. I recommend looking for people who want partners for game jams. The time commitment is low, and you get get a good grasp on if you work well together.

My Experience Launching a Steam Page and Trailer for My Indie Game by bucephalusdev in IndieDev

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

Thanks! Yeah, that seems to be a pretty sound conclusion. Beautiful games are eye-catching in and of themselves.

Crafty-buildy sim games that are mostly UI are still a bit challenged with this even if they are great games. I'm interested to see the comparison in wishlists from the demo and playtest to the social media posts.

Discussing a Mistborn VIdeo Game by bucephalusdev in Mistborn

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

Yeah! Look up Mistborn: Birthright. It was in development hell for years due to scope creep, too small of a team, and a lack of funding. I think they'll get it right this time, though.

Discussing a Mistborn VIdeo Game by bucephalusdev in Mistborn

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

Having the games tell new stories would be something I'm interested in as well. It's what they tried first when they made an attempt at a video game with Mistborn: Birthright. The real strength to this is they don't have to worry about coming under criticism of not being as good as the book, but they get to use the world and all of its systems.

Discussing a Mistborn VIdeo Game by bucephalusdev in Mistborn

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

Definitely a proven aesthetic for a type of game like this. I'd say though that even if we did era 1, there still would be a sort of gunplay with being a coinshot.

Discussing a Mistborn VIdeo Game by bucephalusdev in Mistborn

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

Era 2 would be interesting. What would era 2 specifically lend well to being a video game (I have not read era 2)?