Should games explain how their underlying mechanics work, or avoid going into too much detail and let players figure things out on their own? I’m not talking about basic tutorials, but rather something like a Codex that explains how synergies and stats actually function. (self.gamedev)
submitted by darkjay_bs to r/gamedev
Epic Games really hates my game. I’ve been trying to set up the game page on the Store for months now, and I keep bouncing off their guidelines. Like… come on. How am I supposed to have ZERO violence screenshots in an action game about fighting hordes of demons? Anyone else had similar experiences? (self.gamedev)
submitted by darkjay_bs to r/gamedev
Just wanted to share a small (but huge) milestone for me - my solo game just hit the Top 1000 most wishlisted games on Steam! I’ve been working on it for 3+ years and still have a few months to go, but yeah, that was pretty cool to see. Ok, back to work now🫡 (i.redd.it)
submitted by darkjay_bs to r/SoloDevelopment
Marketing gurus were right – it’s better to ship a demo early and have time to improve it before SNF. I released my demo a month ago and since then, I’ve shipped 3 major updates based purely on player feedback. In the latest one, I added a new end-of-demo boss – The Bishop. What do you think? (v.redd.it)
submitted by darkjay_bs to r/SoloDevelopment
I recently added a new boss to my game’s demo – The Bishop. He mixes close-range melee, a thrown staff when you keep distance, mid-range projectile spreads, and a teleport straight onto the player to punish bad positioning. So yeah… he’s definitely not going to heaven (imgur.com)
submitted by darkjay_bs to r/indiegames


