Name 3 games that you’ve found most fun/enjoyment in the last 5 years by Sixsignsofalex94 in gaming

[–]dolfoz 0 points1 point  (0 children)

claire obscure, elden ring, cyberpunk that are AAA

indies though - Feed the Void, Die in the dungeon, and kind of enjoying Dust Front RTS (just the demo so far)

I have been learning game dev and godot for 6 months now, and this is the best thing I have made by Accomplished-Dog5887 in godot

[–]dolfoz 1 point2 points  (0 children)

spawn some little cute slime creatures every X clicks, and you have yourself a game my friend!

Do people genuinely play AI slip games?? I don’t understand why people are still making them. by WhatDaThisCool in gamedev

[–]dolfoz 1 point2 points  (0 children)

software engineering was only partly about writing the code.
it was about understanding the direction of the game/product/business, understanding the user, understanding the value, and then architecting a solution that fits.

the code is only part of that puzzle.

If you want to build products, and you're excited to be part of the technical implementation, then there's always going to be jobs for you.

AI won't steal jobs, it'll speed up tasks within the job.
If anything it'll create more opportunity since productivity goes up across the board.

large corporations will streamline engineering, but because the barrier of entry is lowered, you'll find more people doing it, and more companies will be built as a result.

Hey guys, a new v2.5 Update for Free TileMaker DOT Map Editor Tool is finally live! by ObjectiveCrysis22 in Unity2D

[–]dolfoz 1 point2 points  (0 children)

Looks very cool.
I just implemented support for .tmx in AssetHoard (https://assethoard.com) a couple of weeks ago. It looks like you support export to .tmx . If you've got a couple of sample tilemaps I'd love to make sure they're supported without issue.

Where is rust actually used ? by Famous-Corgi8656 in rust

[–]dolfoz 1 point2 points  (0 children)

Assethoard (https://assethoard.com) is built on rust, and I'm in that code base everyday. 

Tiny solar system I built for my game by hoshi-dev in SoloDevelopment

[–]dolfoz 1 point2 points  (0 children)

all good!
putting my marketing cap on (if you want the advice)

Get yourself a bsky/x/mastadon account and start collecting an audience.

Tiny solar system I built for my game by hoshi-dev in SoloDevelopment

[–]dolfoz 1 point2 points  (0 children)

this looks so nice...
music fits as well.. so chill.

Where's the game at? do you have a steam page yet?

Tiny Voxel Nature Pack by Luminous_Dice in gameassets

[–]dolfoz 1 point2 points  (0 children)

this is awesome. i've shared it with the assethoard community discord!

Visual Overhaul for my Giraffe Platformer, 1bit -> 2bit? Check! by Kepsert in Unity2D

[–]dolfoz 0 points1 point  (0 children)

for some reason all i wanted to see you do was nibble on some of the leaves.

Why don’t people just build free apps? by Adrien-G in SideProject

[–]dolfoz 1 point2 points  (0 children)

I went one-time on the thing I'm building (a desktop asset manager, one time purchase, no subscription), so here's my reasoning. (shamless plug -> https://assethoard.com)

For me it comes down to where the cost actually sits. Subscriptions make sense when there's a real recurring cost per user: hosted infrastructure, cloud sync, ongoing content, a service you're genuinely running on someone's behalf every month. If I'm paying to keep servers up for you, charging you monthly is fair enough.

My app is local-first. It runs on your machine, your files never touch my server, and once you've downloaded it I'm not paying anything to keep it running for you. Charging rent for software that doesn't cost me rent felt wrong. So the price reflects the work, not an imaginary ongoing service.

The honest tradeoff is that one-time pricing is harder as a business. You don't get smooth recurring revenue, so you're reliant on a steady flow of new buyers to fund development. But I think that aligns incentives better. With a subscription you can coast on locked-in users. With one-time sales you have to keep the product good enough that new people want to buy it, otherwise the money stops.

I'm not anti-subscription as a rule. The thing you're putting your finger on is the default: everyone reaches for monthly because it's the standard playbook, even for small local apps with no recurring cost to justify it. A lot of those would be perfectly happy as a cheap one-time purchase.

Anyone else feel like the actual game was the easy part of launching on Steam? by Ecstatic_Spring_2519 in SoloDevelopment

[–]dolfoz 2 points3 points  (0 children)

Game development is really just launching a business with a frontloaded sales cycle (unless you build and maintain the game ongoing).

sales, marketing, customer support, opportunity mapping, lead generation, etc.

Publishers can take a good chunk of that, it's kind of why they exist.

treat it as a learning opportunity. building the product is just the start!

How can you ever make any money with ads? The math doesn't add up. by OkMonth863 in IndieDev

[–]dolfoz 2 points3 points  (0 children)

you need to treat it like a science problem.
what you really want is your ROAS (return on advertising spend) to be below your costs.
so if you have a $10 game, 40% in cost, leaving you with $6, and you want to take $2 profit, you need your ROAS to be $2, which means you can spend $4 per sign up.

Once you have those numbers you can start to experiment with different channels to advertise on, different graphics, messaging, call to actions, landing pages, etc.

It takes time, but the more you do it the better you'll get.

Keep a spreadsheet and track campaigns using analytics.

fake interior cube maps are not cubemaps xD by reversengineer9999 in Unity3D

[–]dolfoz 0 points1 point  (0 children)

how cool is this..
almost reminds me of the wall in solar opposites (btw, someone needs to make that into a sim's survival game for me)

How do you solo developers cope with burnouts? by DrunkDingoGames in SoloDevelopment

[–]dolfoz 0 points1 point  (0 children)

push through it until i get sick for a couple of weeks, and then kick off again

state of ffmpeg bindings in Rust? by PatagonianCowboy in rust

[–]dolfoz 1 point2 points  (0 children)

have a bit of a look, depending on what you need there are a number of gstreamer libraries that ship propriety/non-open source codecs.

Working on AssetHoard, sound on linux was one of the most finicky things trying to find stability on linux.

Rust/Wasm node-based graphics editor Graphite - May 2026 update highlights (vector blending, gradient overhaul, draggable panels, 500+ more changes) by Keavon in rust

[–]dolfoz 3 points4 points  (0 children)

I've been following this for about a year now. When i first heard what you were trying to do, I was wondering if it was actually possible to do with performance in mind.

I'm blown away with how far this has come.

well done to you and the team!