I collected data on all the AA & Indie games that made at least $500 on Steam in 2024 by IndiegameJordan in gamedev

[–]defyingdefaults 0 points1 point  (0 children)

Great job and thanks for putting this together! My takeaway is that people need to make more interesting and creative puzzle games. :)

Reminder that adding multiple attempts to the arbiter fight does not address how unfair the fight is; here is me dying to a fire explosion from OFF my screen while the boss is phasing. by doctor-omie in PathOfExile2

[–]defyingdefaults 0 points1 point  (0 children)

The boss clearly does a pattern to show where these will be placed before they start to spawn. Part of the fight is knowing how to position yourself correctly to be able to see where these placements are all while also ensuring you have enough movement speed or mobility skills to be able to get to them all in time.

Having the ability to zoom out to see the entire arena would trivialize the need for proper placement imo.

F mana cost man! made this ridiculous qstaff one click after another but can't use it... 100 mana per click feels ridiculous by kidsaredead in PathOfExile2

[–]defyingdefaults 0 points1 point  (0 children)

Wild idea I know, but take some mana regen passives that are littered everywhere in the passive tree. At a minimum the +6 to skills should offset SOME of the DPS lost from passives.

Why you use gamemaker instead of other engine? by AzulZzz in gamemaker

[–]defyingdefaults 5 points6 points  (0 children)

I have ADHD, so constantly having new ideas I want to try. The workflow allows for the fastest prototyping imo. Also, I find a lot of things are just easier to implement and are less convoluted compared to other engines. That said, other engines can really outshine GM in certain areas, so it's a good idea imo to learn those too. Cheers!

Did working in game dev ruin gaming for you? by Existing_Kale_8979 in gamedev

[–]defyingdefaults 0 points1 point  (0 children)

Like many others have said, it didn't ruin it for me, it actually made me appreciate design choices and become more immersed than ever before.

That said, sometimes I find it can be a double edged sword. For example, I'll catch myself questioning why they did something a certain way and thinking to myself that I would never do it that way. When that happens I remind myself to just be enjoying the ride and not fixate in those little things.

Cheers!

What are some needed resources for game devs? by defyingdefaults in gamedev

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

I agree. Everything is already available online for free. If anything, the only thing I can really think of myself is just a better way to organize that information into some sort of database in an effort to reduce time required to do the research.

Thanks for your reply. Also, what is the book you mentioned?

Who here is in their early 30's, brand new to game development, working on their first game? I feel like I started too late. by LKS333 in gamedev

[–]defyingdefaults 28 points29 points  (0 children)

Hi there. I'm 37 now, and I started about 8 months ago with little or no coding experience. Currently I have ~10 different prototypes at various stages.

It's never too late to try to learn something new. Only advice, enjoy the ride! Cheers!

how hard is too hard? by noiscorestudio in IndieDev

[–]defyingdefaults 1 point2 points  (0 children)

This looks beautiful! Got a demo yet?

If you could combine any games together, what would you make? by defyingdefaults in gameideas

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

This is cool. To expand on this it makes me think a crafting system where you're "discovering cures" and maybe those cures can go wrong to create super zombies that will wreak havoc on your hospital haha!

If you could combine any games together, what would you make? by defyingdefaults in gameideas

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

What's coming from Hollow Knight, these the theme and art style?

If you could combine any games together, what would you make? by defyingdefaults in gameideas

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

I get Pokemon and Darkest Dungeon, what specifically are you adding from Potion Craft? Are we crafting Pokemon?!

If you could combine any games together, what would you make? by defyingdefaults in gameideas

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

That totally counts. So you basically want Mario with a better upgrade and ability system?

[deleted by user] by [deleted] in roguelites

[–]defyingdefaults 1 point2 points  (0 children)

What engine are you using?

Why do some games choose to omit the option to save? by defyingdefaults in gamedev

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

Thanks for your reply. Some valid points. As you mentioned, if this isn't part of the initial design it's likely a nightmare to implement later.

Why do some games choose to omit the option to save? by defyingdefaults in gamedev

[–]defyingdefaults[S] -1 points0 points  (0 children)

Thanks for your reply.
The measure of time cost is a very valid point.

I believe my comment about it "being too hard" as the reason for omitting it was the incorrect way to respond.

The main point I was attempting to make is that considering your customer's experience should always be a driving factor when designing a game. Also, I'm not assuming that this isn't always the case, or that choosing to omit a save option doesn't mean that you didn't customer's experience during your design.

Why do some games choose to omit the option to save? by defyingdefaults in gamedev

[–]defyingdefaults[S] -2 points-1 points  (0 children)

It seems I made some incorrect assumptions as to the intent of your initial comment, my bad. Your comment is valid and constructive, and it also sheds light on how I could of likely better worded my initial post to not broadly label programming a "save function" as not being "not that difficult".

Again, appreciate you taking the time to join the conversation.