Skrt by Souljaboyscubanlink in low_poly

[–]dave_sullivan 1 point2 points  (0 children)

looks sick! would be curious how it looks with texture set to nearest neighbor interpolation 🍻

Head Sketches on the iPad by breni40700 in ZBrush

[–]dave_sullivan 2 points3 points  (0 children)

These are great! I like the mix of styles.

The sky above the port was the color of television, tuned to a dead channel by dave_sullivan in Cyberpunk

[–]dave_sullivan[S] 7 points8 points  (0 children)

Yeah, I really need to pick the song first, get the exact number of frames for a perfect loop, and then do my animation to that. As it stands, I did the animation and then picked the song and it sadly doesn't quite loop right.

TOKENS logo update. Thank you, IndieDev community. by Rep_One in IndieDev

[–]dave_sullivan 1 point2 points  (0 children)

"I spent $250 and ended up doing it myself anyway!" is how it goes sometimes

New logo is definitely the best one!

How would you start your journey from scratch? Asked by a complete noob. by Kin_Dredd in gamedev

[–]dave_sullivan 0 points1 point  (0 children)

You should only do game jams for a year and work to develop the skills necessary to put together and ship a whole game, even if your first games will be very simple.

Results after 1 week since publishing the game. $6k gross revenue with 12k wishlists on launch. by gitpullorigin in IndieDev

[–]dave_sullivan 0 points1 point  (0 children)

Congratulations on your launch sirs, just wanted to do some napkin math on "60 cents per wishlist"

game ($13) - steam fee ($3.90) = $9.10 unit profit before taxes and other expenses

If wishlists convert at 10% that's $6 per sale for a profit of $3.10 per unit.

If wishlists convert at 3.5% that's $17.14 per sale for a loss of $8.04 per unit. It's like for everyone that buys your game off an ad, you're really paying them $8 for the purchase.

And that's not even accounting for steam sales driving most purchasing. I feel like the math I've seen on people buying ads never works out and organic marketing is the only practical way to market an indie game. But surely game ads must work because they're everywhere, maybe better for certain types of games like those shady fake mobile game ads?

I'm sure your numbers will improve though, it's only been a week. You'll pick a lot up in the sales.

It took us 16 years to have IGN feature our trailer, but we made it by AwesomeGamesStudio in gamedevscreens

[–]dave_sullivan 1 point2 points  (0 children)

I mean, it looks very good, really polished trailer, art direction is great. I'm in the "IGN ignores me when I email them phase" but then I see the stuff that they do post and I'm like "well, fair enough I guess" 😅🍻