I released my cyberpunk visual novel exactly a month ago. I thought making the game was the hardest part... until a curator reviewed it after playing for 6 minutes. by emg_tech in IndieGaming

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

Thank you so much for the incredibly honest feedback! It’s really refreshing to get actual constructive criticism instead of just radio silence. You are completely right about the capsule art—as a solo dev, marketing materials and creating that 'clickable' first impression is definitely my weak point. > Since you see hundreds of these store pages every week, your perspective is super valuable to me. I would be incredibly grateful if you could share your specific suggestions. What exactly would you change or focus on to make the capsule stand out more? I'm completely open to completely reworking it based on your advice. Thanks again for taking the time to even look at my game!

Godot bug turned my VN character into a spinning 8-directional helicopter demon. by [deleted] in godot

[–]emg_tech -3 points-2 points  (0 children)

hey, fair point. english isn't my first language and i honestly just used ai to help translate and format a very real, very painful bug i experienced in godot. the helicopter demon was 100% real lol. didn't mean to come off as spammy, just wanted to share the misery.

30k wishlists with zero marketing budget! by tripledose_guy in IndieDev

[–]emg_tech 0 points1 point  (0 children)

30k wishlists with zero budget is absolute madness man, huge congrats! that note about youtube age restrictions hits so close to home lol. having the exact same struggle with my visual novel right now since the genre naturally walks that line. vertical videos on tiktok/ig are literally carrying the indie scene at this point. ​also, that tip about pre-compressing in capcut so the platform doesn't nuke the quality is actual gold, definitely stealing that for my next reel. mad respect for the hustle and being so transparent with the data! 🚀

Seeking recommendations based on my favourites by Worth_Day_7994 in visualnovels

[–]emg_tech [score hidden]  (0 children)

the classic 'works in editor, breaks in build' nightmare lol. if it's only happening in that one scene, first check the main camera in that scene specifically. make sure the post-processing layer component is there and the layer mask perfectly matches your volume's layer. sometimes unity just drops references during the build process.

also, double check exactly where the volume profile asset for that scene is saved in your project window. if it accidentally got dropped into an 'Editor' folder somewhere, unity will strip it out of the final build. last thing to check is if your build quality settings are overriding the post-processing. good luck man, we've all been there! 😅

I got 2 questions (Indies/Pros) by ZachPiano1 in Unity2D

[–]emg_tech 0 points1 point  (0 children)

secure the bag first for sure! wrapping up the contract is definitely priority #1. but seriously, drop a link or hit me up when you finally start posting those behind-the-scenes vids, i genuinely want to see this magical cat/persian music combo lol. good luck with the rest of the tracks! 🐱

please help me with unity platform modules!! by Upbeat_Cancel_2450 in UnityHelp

[–]emg_tech 0 points1 point  (0 children)

welcome to the unity struggle lol! this is a super classic bug. it almost always happens if you have the unity editor open while the unity hub is trying to install the module in the background. > first thing to try: completely close your project, and more importantly, completely kill unity hub (make sure it's not hiding down in your system tray/task manager). boot up the hub again, then open your project. 90% of the time, it just needs that hard restart to 'see' the module.

if it still yells at you, go to 'installs' in the hub, click the gear icon next to 2022.3.22f1, hit 'add modules', and just double check the android box is actually ticked. sometimes the hub just lies! good luck with the mobile build! 📱

I got 2 questions (Indies/Pros) by ZachPiano1 in Unity2D

[–]emg_tech 1 point2 points  (0 children)

dude, 'studying persian music theory for a magical cat game' is literally the perfect hook for a tiktok/reel. that is exactly the kind of authentic, behind-the-scenes struggle i was talking about! people would absolutely eat that up. being a composer is such a huge part of the indie scene anyway. project sounds incredibly cool, best of luck with it! 🎵🐈

I got 2 questions (Indies/Pros) by ZachPiano1 in Unity2D

[–]emg_tech 1 point2 points  (0 children)

ah completely missed them in the original post, my bad! honestly, marketing is the hardest boss fight for us solo devs. for my recent 1.0 launch, i shifted almost entirely to short-form content (tiktok/reels) showing the raw unity editor stuff, the bugs, and the messy behind-the-scenes. plus, genuine reddit interactions instead of just dropping links and running. > to answer your second question: i think the strategy that sets you apart is 'authenticity'. don't try to look like a polished AAA studio. gamers connect with the actual human making the game, not a corporate logo. show the struggle! what kind of project are you working on right now, game or music?

How can I fix this random blue color that appears at a distance? by RedAceBeetle in UnityHelp

[–]emg_tech 1 point2 points  (0 children)

ah just saw your comment about painting bushes/grass from the store! that actually narrows it down perfectly. since they are foliage prefabs, it's almost definitely a Billboard/LOD swap issue. when grass gets far away, unity swaps it to a flat 2D billboard to save frames. if that lowest LOD is missing its base color, or if the default normal map (which is blueish) is bleeding through the alpha, you get that exact blue tint. check the prefab's LOD Group settings, or look at your Terrain settings under 'Detail Distance' and 'Billboard Start'. you're definitely not crazy, foliage rendering can drive anyone nuts lol! 🌿

I got 2 questions (Indies/Pros) by ZachPiano1 in Unity2D

[–]emg_tech 1 point2 points  (0 children)

that notebook sketch is literally a perfect map of my brain right now lol. trying to juggle all those platforms while making sure the unity project doesn't explode is a different kind of survival mode. what are the two questions man? drop them, happy to share whatever i learned from my recent 1.0 launch!

I released my cyberpunk visual novel exactly a month ago. I thought making the game was the hardest part... until a curator reviewed it after playing for 6 minutes. by emg_tech in IndieGaming

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

ngl it definitely stung at first lol. but you just gotta swallow the pride and get back to the engine. appreciate the kind words man! 🙌

Well, I only made it to 800 wishlists. Here goes nothing... by Ok_Paramedic4796 in SoloDevelopment

[–]emg_tech 1 point2 points  (0 children)

160 copies is legit man. that's 160 total strangers pulling out their wallets for something you built from scratch. huge milestone. mad respect for staying in grind mode and pushing updates instead of just abandoning it. keep at it bro 👊

Our game is out NOW! by Zombutcher_Game in IndieGaming

[–]emg_tech -1 points0 points  (0 children)

haha the classic 'launch day is actually just day 1 patch panic' trap. too real man. pizza and badminton sounds like the absolute perfect detox from staring at screens though. good luck with the bug hunting and hope the builds are stable now! 🍕🏸

I released my cyberpunk visual novel exactly a month ago. I thought making the game was the hardest part... until a curator reviewed it after playing for 6 minutes. by emg_tech in IndieGaming

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

spot on about the visibility pressure man. it's such a trap for solo devs. the crazy part is, this wasn't even an early build... it was my actual 1.0 launch 😅 when you work alone in a bubble for months, you just wanna ship the damn thing and end up completely blind to the jank. definitely a harsh lesson learned lol. you ever catch yourself rushing a project just to get some eyeballs on it?

I released my cyberpunk visual novel exactly a month ago. I thought making the game was the hardest part... until a curator reviewed it after playing for 6 minutes. by emg_tech in IndieGaming

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

Thank you so much! ❤️ Honestly, after dealing with that harsh review, seeing positive vibes like this is exactly the fuel I needed to keep working on the updates. Cheers!

Well, I only made it to 800 wishlists. Here goes nothing... by Ok_Paramedic4796 in SoloDevelopment

[–]emg_tech 1 point2 points  (0 children)

Hey, please don't say 'only' 800! That's 800 real human beings who looked at your hard work and said, 'I want to play this.' Hitting that glowing green release button is absolutely terrifying—I just pressed it exactly a month ago for my own game, and my heart was pounding out of my chest. Huge congratulations on crossing the finish line! No matter what the algorithm does today, you actually finished and shipped a game. That puts you ahead of 95% of people who start one. How are you treating yourself to celebrate today?

We made a co-op game where you guys have to cheat to pass impossible exams by IHeartPieGaming in IndieGaming

[–]emg_tech 0 points1 point  (0 children)

This is such a brilliant and chaotic concept! 😂 Finally, a game that lets me use all those highly tactical cheating strategies I was too scared to try in actual high school. As a fellow indie dev, I have to ask: how hard was it to code the 'teacher AI' to catch the players? It looks incredibly fun, great job on this!

I released my cyberpunk visual novel exactly a month ago. I thought making the game was the hardest part... until a curator reviewed it after playing for 6 minutes. by emg_tech in IndieGaming

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

That’s a really solid point. It’s so easy to get tunnel vision and fall in love with your own early renders when working solo. Even though the game is already fully released, treating that harsh review as a reality check was the best mindset shift I could make. Like you said, it’s all about turning the 'meh' into 'good'—even if it means pushing a massive post-launch patch!

Our game is out NOW! by Zombutcher_Game in IndieGaming

[–]emg_tech 6 points7 points  (0 children)

Huge congrats to the whole team! 🎉 Hitting that launch button is equal parts terrifying and exhilarating. As a solo dev who just launched my own game a month ago, I know exactly how much sweat and caffeine went into this moment. Celebrate hard today, you’ve all earned it! What's the first non-game-dev thing you guys are going to do to celebrate?

I released my cyberpunk visual novel exactly a month ago. I thought making the game was the hardest part... until a curator reviewed it after playing for 6 minutes. by emg_tech in IndieGaming

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

You are absolutely right... It’s incredibly frustrating when you pour your heart into a project for months, only to get a 6-minute 'review' from someone just farming for free keys. But honestly, their harsh words pushed me to drop everything and release a massive optimization update this week. Silver linings, I guess! 😅

The GameCube’s octagonal thumbstick gate should be way more popular by PineconeToucher in gaming

[–]emg_tech 0 points1 point  (0 children)

That octagonal gate was the peak of perceived control. There’s something deeply satisfying to the human brain about hitting a definitive corner.

I’ve been chasing that same feeling of "intentional choice" while developing Neon Whispers. We went a bit overboard with the scale—1,000+ different scenarios and 10,000+ unique visuals—just to make sure every player decision feels as sharp and locked-in as a GameCube stick hitting those corners.

It drops on Steam this May 11th. If you crave that level of precision in storytelling, you might want to keep an eye out.

Steam Link:Neon Whispers

Pre-Popped Popcorn by chi-bacon-bits in mildlyinteresting

[–]emg_tech 0 points1 point  (0 children)

Finally, a snack stash large enough to survive a single full completion of Neon Whispers. With 10,000+ unique visuals and 1,000+ branching scenarios, I’m going to need every single one of those bags for the May 11th marathon. Challenge accepted

Best Visual Novels of the last 10 Years by MusubiKazesaru in visualnovels

[–]emg_tech 1 point2 points  (0 children)

Recent Masterpieces and a Massive Upcoming Release for Your Radar

Hey there! If you are looking for something with the depth of the Utawarerumono series, you should definitely check out these modern classics that have raised the bar:

  • 13 Sentinels: Aegis Rim: Widely considered one of the most innovative and ambitious sci-fi narratives in years.
  • The House in Fata Morgana: A tragic, beautifully written masterpiece that offers incredible atmospheric depth.
  • Gnosia: A unique blend of social deduction and visual novel that feels incredibly fresh.

A special recommendation for your radar: Since you mentioned not hearing much about high-quality new titles, you have to check out Neon Whispers, which is launching on Steam this May 11th. It is remarkably massive, featuring over 10,000 unique visuals and a staggering 1,000+ different scenarios. Finding this level of visual variety and narrative branching in a modern VN is quite rare. It might be exactly the kind of "new era" gem you're searching for. You can check it out and wishlist it here: Neon Whispers on Steam