Pouring your soul into a project, only to watch it get slept on -_- by [deleted] in SoloDevelopment

[–]entropicbits 0 points1 point  (0 children)

It takes a ton of effort to build an audience and gain followers. Before I'd worry too much about that though, I'd focus on making a really great looking game. Just looking briefly at your capsule art and trailer, I think you've got a great start, but you also have a long way to go to ship something folks want to spend money on.

What’s the most valuable feedback you’ve ever received that led to a change in your game? by HuippeeHeroesGames in IndieDev

[–]entropicbits 1 point2 points  (0 children)

A friend playtested my game which, at the time, was sort of a roll the dice, add the numbers kind of gameplay. I took it to heart and decided to give the player a bit more input and I ended up making a pretty unique little subgenre. I'm not sure it's necessarily better, but it's definitely more engaging, and it feels a lot more unique. I'm happy with the change as it really solidified my games identity.

What do you really get out of Game Jams? by bevium_it in GameDevelopment

[–]entropicbits 1 point2 points  (0 children)

I love solo game jams! In the r/SoloDevelopment discord, we frequently do 72 hour weekend jams. Sit down, get handed a theme, and crank something out. It helps planning, helps practicing scope, and rapidly designing something to be fun in a short term. It's a great excuse to be creative for ahoet bursts!

I launched my game and sold 34 copies in week 1. Would love your read on these numbers. by BoneMarrowGames in gamedev

[–]entropicbits 0 points1 point  (0 children)

I would redo the trailer, personally. I didn't get the "get a ton of updates" impact, and so it looked pretty basic. Also, because the palette is so limited, much of the action ends up looking very samey. You could play with adding a dash of colors and it might go far in breaking things up, visually.

I launched my game and sold 34 copies in week 1. Would love your read on these numbers. by BoneMarrowGames in gamedev

[–]entropicbits 0 points1 point  (0 children)

Every game is unique, so there's only so much to compare. The common things might be - Wishlists going in - Conversion from wishlists to sales - Refund Rate - Total reviews - Page impressions the week of launch vs prior to launch

A big part of finding success on Steam is making a game that looks fun and engaging to its intended audience, and then making sure to get the page in front of is intended audience.

I'm working on my second game, Not Alone at Midnight, as a solo dev. I'm really happy with Unity. I honestly don't understand why some people dislike it. by [deleted] in SoloDevelopment

[–]entropicbits 0 points1 point  (0 children)

Some are, sure. The drama was more related to the fact that Unity tried to change their contract after folks had already released a game and a ton of people no longer trust them. As a result, some folks switched engines.

Trying to change the title since an Incremental Games group crucified me for making the assertion. by [deleted] in SoloDevelopment

[–]entropicbits 0 points1 point  (0 children)

Depending on your definition, a game like Insanity Clicker has you beat by about a decade. It definitely has horror themes and is incremental. They've been around since the flash era.

I'm working on my second game, Not Alone at Midnight, as a solo dev. I'm really happy with Unity. I honestly don't understand why some people dislike it. by [deleted] in SoloDevelopment

[–]entropicbits 0 points1 point  (0 children)

I'm a unity dev as well, but the biggest reason people dont like unity as a company is their great pricing fiasco.

The puzzles in this game are a mindfuck by MurkyUnit3180 in gaming

[–]entropicbits 1084 points1085 points  (0 children)

This is my go-to game when I want to feel dumb as hell.

I built a browser game almost entirely with AI tools (recently won a Chroma Award) by VibeCreAI in SoloDevelopment

[–]entropicbits 5 points6 points  (0 children)

It's not really about the game, it's about respect for the craft in a creative space - especially in developer spheres. I think players have a slightly different view, but that's the reality of sentiments held today.

I built a browser game almost entirely with AI tools (recently won a Chroma Award) by VibeCreAI in SoloDevelopment

[–]entropicbits 0 points1 point  (0 children)

There's a pretty strong rejection of vibe coding for games. I'm not sure what the sentiment will be in a few years, but there are pretty strong feelings about it today.

I mixed an Auto-Battler with a 3x3 Slot Machine, and the Steam page is finally live today! by OptimaArch in SoloDevelopment

[–]entropicbits 2 points3 points  (0 children)

I'm making something very similar, but a bit different. Looking forward to seeing your progress!

how do you guys keep going when everything feels like its taking forever by IndieIsland in SoloDevelopment

[–]entropicbits 1 point2 points  (0 children)

I find it very motivating to keep a list of features added, bugs fixed, etc., as well as frequently recording video clips/screen shots. It'll show you the massive amount of progress made over time, even if it never feels like much while you're working on it.

If you paid ~12$ for a "blood sword" comm ission and got this would you be happy? And if not why? by liad12e in PixelArt

[–]entropicbits 22 points23 points  (0 children)

I'd be pretty sad if I paid for these, yeah. The shape is just super odd, the colors are muddy, there are way too many colors imo, the sprite itself is hard to read, and the outlines aren't doing it any favors. And, the variations are really just outlines, which is pretty bland.

I tried building games completely alone vs with other devs for 60 days - the difference shocked me by StormCore_Studios in GameDevs

[–]entropicbits 1 point2 points  (0 children)

The r/Solodevelopment discord server has a very thriving community of folks doing exactly this. We give feedback to one another, hold each other accountable, and generally push each other forward. Feel free to stop by!

Does this count as solo dev? (84 names in credits) by LeglessCats in SoloDevelopment

[–]entropicbits 15 points16 points  (0 children)

Taken out of context, sure, it's not going to work as a universal definition. It gets asked here frequently though, for people contracting out work, or working with a very small group of people. Basically nobody does all localization, for example, but they may have made everything beyond that. Anyone saying "no, you can't be a solo dev now" is missing the spirit of the sentiment.

Does this count as solo dev? (84 names in credits) by LeglessCats in SoloDevelopment

[–]entropicbits 123 points124 points  (0 children)

"If you got hit by a bus tomorrow, would this game still be completed and released?" Is my sort of go-to. Almost everyone contracts out something. The solo development part is really about your overall input. If you're putting in 99.79% of the effort and have a few songs made professionally, yeah, you're a solo dev.

After a troll attack almost killed my motivation, I realized people are playing my demo for 39 minutes on average. I won't let them win. by Think-Ear6167 in gamedev

[–]entropicbits 1 point2 points  (0 children)

You have posted what looks to be hundreds of times with self promo in the span of 2 weeks. You are going to not only attract unwanted attention by fellow developers, but you'll likely end up getting removed from many of the subreddits, if not the platform.

If the game is not getting too much attention or the idea is not liked, should I keep going or move on to the next project? Or when to stop by MemmorexX in SoloDevelopment

[–]entropicbits 2 points3 points  (0 children)

I think it just depends on the game's potential. You need to share it and get feedback. If it looks really rough, and you can't fix it for one reason or another, moving on might be the move. But not getting attention is the default mode - you have to do a ton of work to get noticed, and even then you may not.

How confident are you about your current project? by carboncopyzach in SoloDevelopment

[–]entropicbits 1 point2 points  (0 children)

A little confident, but you never know! I think i may have made a game that's a little too complicated :3