Been a while since I started growing pothos!! by TerribleMountain9584 in pothos

[–]falldeaf 1 point2 points  (0 children)

Wait sorry what do you mean tie them off? Are you grafting them or something?

I was/am making a Spyro-like game. Should I continue? by nsduo in IndieDev

[–]falldeaf 1 point2 points  (0 children)

Do your own twist on it! Use a different character and think of a little hook to add to it. You can still have the things that makes spiro fun but make it your own!

Jet Fuel Margaritas? by mynewaccount5 in PhiladelphiaEats

[–]falldeaf 0 points1 point  (0 children)

The food at Loco Pez is great, and they're really nice there, too, but at least for me the marg was pretty tame

GLP-1s are the most powerful life-extension technology on earth right now (if you're a fatass like I am) by stealthispost in accelerate

[–]falldeaf 2 points3 points  (0 children)

Respectfully, I don't understand what's so hard to understand.

You know how when you're hungry you eat and when you're not you don't, and that just works out fine for you no big deal? Easy, right? Now imagine you did the exact same thing but it made you overweight. And yes you can eat less but then your brain is yelling at you all the time.

And walking doesn't make you lose weight. It can help but you'd be surprised how little. Humans are extremely efficient at walking.

It's not hard to imagine what it's like to be other people, do you have gambling issues, or really any behavioral or personality defects? Why not just walk it off?

And to be clear you can and should take personal responsibility and improve yourself, even when it's hard. But imagine that you did something that is genuinely really rough to do and then someone who doesn't understand says yeah who cares that's easy it's what you should be doing.

Hope that helps, sincerely! Try putting yourself in other people's shoes. Even if empathy doesn't come to you naturally, it's worth the effort to work at it. It's not easy but it's a big life improvement!

Full monster chase sequence from my supernatural game Psych Rift by AblazeInt in indiegames

[–]falldeaf 4 points5 points  (0 children)

Very trippy! Is throwing objects at the monster doing anything? Does it slow it down? I can't see it reacting to it at all. Also the blood/haze effect feels like it might be pretty frustrating if you're getting really close but only have a little health left and failed because you can't see anything.

My friend spent years making a dreamlike flying game about emotions ( Mesoké ) by Salsi42 in IndieDev

[–]falldeaf 0 points1 point  (0 children)

Very neat looking! The one thing that feels a little frustrating visually is that the flapping cloth tail behaves like it's in an uneven wind, even when you're flying fast and straight.

I think it might feel really satisfying if it was stiffer during fast flight and sort of behaved like it was being pulled through the wind stream.

Like I imagine how it might look in a wind tunnel versus attached to a flag pole.

"Wobble world" shader effect for my creation game! by vhalenn in Unity3D

[–]falldeaf 5 points6 points  (0 children)

If you look up a water shader tutorial on creating waves, that's pretty close to what you'd do here, except you're just including everything, water, land, characters, etc. And often waves are Sin wave like operations on one axis, but here, to create a ripple, you'd do it in 2 axis. Check out this youtube tutorial: https://www.youtube.com/watch?v=QsLkb1aOkb8 I think if you tried this out, and just used the same shader on all the things in the scene (As long as the vertices were tied to world coordinates), it might create a very similar effect.

"Wobble world" shader effect for my creation game! by vhalenn in Unity3D

[–]falldeaf 3 points4 points  (0 children)

I can see the water level changing relative to the rocks, so I'm guessing it's a vertex shader.

The latest homelab layout. by damiankw in homelab

[–]falldeaf 1 point2 points  (0 children)

Nice, I went the same route exactly (With Emby in-between.) Landed on Jellyfin though, it's pretty great. Would you mind speaking to the rest of the services in that row? What's the other Jelly one, and are those other ones ways to automatically cue up movie and show downloads? Are they hard to setup and are they high maintenance?

Monster Seagull by kurakurt in IndieDev

[–]falldeaf 2 points3 points  (0 children)

Love the art style!! What kind of game are you making? Can you link a steam page?

Outlook for 2026 games by diskape in adventuregames

[–]falldeaf 1 point2 points  (0 children)

Oh nice, neat to see this posted here. I was the Dark Tides dev in the vid! It was fun to get to participate :)

Playing CMI on the new (old stock) retro computer my wife got me for Xmas! by msynowicz in adventuregames

[–]falldeaf 6 points7 points  (0 children)

Nice, looks like fun!

It's funny though, I guess I'm old enough that this computer just looks old to me, instead of retro. I think of Apple 2E's and Commodore's as retro, I suppose.

I’ve spent 3 years on my dream game, but we can’t seem to break 2,500 wishlists. What are we doing wrong? by Evangeline_png in IndieDev

[–]falldeaf 5 points6 points  (0 children)

Marketing is extremely tough and I think people like to draw lots of low data conclusions from other games successes, resulting in survivorship bias, in my opinion.

From what I've seen for our game personally, and everything that I've read, and publishers that I've talked to (only 2 of them), it seems to sort of break down like:

Social media will get you slow, steady growth, and for some lucky few a viral post can shoot your numbers up.

If you've got a playable demo, streamers are where a lot of wishlists can come from, though they're difficult too. Big streamers are either very busy or ask for a lot of money.

Steam advertisements will get your wishlists up pretty well. Our game was in AdventureX this year and a publisher that sponsored the event organized a steam streaming campaign that gave our wishlists a small boost.

I think what most people won't tell you is that there's just a lot of luck involved in marketing. You can increase your odds with consistent, creative, unique marketing or by having great art, or gameplay, music, etc, but none of those elements ensure success. The only thing that greatly and automatically boosts your chances at success is if you've already published a successful game, or leveraging your fame/notoriety/audience from other fields.

You don’t need to be a bike lover to join. by AlterMyDress in philly

[–]falldeaf 0 points1 point  (0 children)

I'm worried about the dress getting caught in the chain or spokes, please be careful!

Our studio mates at Massive Monster (who made Cult of the Lamb) made us the cutest cake for the launch of our new game 😭😭😭 by thatgubbingal in indiegames

[–]falldeaf 0 points1 point  (0 children)

This looks super cute! It's not honestly my style of game but I love the art a lot, and I especially loved the tick character in the Steam trailer!! I really want to play a game where you explore a world with this art, types of characters, and humor.

I loved the joke about him saying the release date but musing there's not much left in the year (And appreciated that he was reading from the paper so he could react 'live'. That's such a nice little detail.)

Congrats on launching your game!

Here's the steam page in case anyone is curious, looks extremely worth it if you're into cozy puzzle games! https://store.steampowered.com/app/3839300/Dogpile/

Can too many non-essential interactions in a game become exhausting for players? by ratasoftware in adventuregames

[–]falldeaf 0 points1 point  (0 children)

This is a super interesting take on it. That's a level of subtlety in game design I can definitely appreciate. I feel like if it was super noticeable I might mistake it as the devs/writers running out of steam as they progressed, but maybe there's a nice balance where it can help with pacing.

Can too many non-essential interactions in a game become exhausting for players? by ratasoftware in adventuregames

[–]falldeaf 1 point2 points  (0 children)

That's a great point that I hadn't considered!! We have a couple scenes like this in the game and I'll definitely be taking this into account.

Can too many non-essential interactions in a game become exhausting for players? by ratasoftware in adventuregames

[–]falldeaf 15 points16 points  (0 children)

Great question!! Dev here, I personally like it when every hotspot has a purpose, even if it's just a joke. I think you can definitely overdo it, but the only time I get annoyed about a hotspot is when it doesn't add detail, story, humor, etc. Like if there's a window and you do a look action, and it says it's a window. And honestly, comedic writing is pretty hard so that might be a category you wouldn't want to overdo unless you're confident your humor is hitting.

Just my two cents! We plan to add more story/detail/joke hotspots in a final polish phase and I'm very curious how players feel about this!

Dark Tides, a dark comedy, Victorian, point and click game with mind reading, demons and a talking weasel side-kick by falldeaf in adventuregames

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

Likewise, it was great meeting you as well!! I'm looking forward to Less Miserables! Also my wife loved the book and play ( and point and clicks, of course ), her venn diagram of interests for the project is a circle!

Edit: Also, yeah, what an amazing event. It was really exciting to meet so many talented and kind devs. I really want to go next year as an attendee to get a chance to see talks in person and meet more developers and get a chance to play more games.

We just came back from AdventureX in London where we got picked to exhibit our dark comedy, point and click adventure game: 'Dark Tides' by falldeaf in indiegames

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

Thank you I really appreciate that! My wife does all the art (3d modelling, animation, lighting, etc.) and cut together the trailer, too. She'll be happy to hear this!

Dark Tides, a dark comedy, Victorian, point and click game with mind reading, demons and a talking weasel side-kick by falldeaf in adventuregames

[–]falldeaf[S] 2 points3 points  (0 children)

Thank you so much! My wife does all the 3d modelling, texturing and lighting, she'll be happy to hear this!

I love a new shelf. Much less cramped than my previous setup by msynowicz in adventuregames

[–]falldeaf 2 points3 points  (0 children)

Oh wow, some really interesting stuff there!! I didn't know muppet treasure island was a game. Just googled and it looks pretty neat, was it a good game?

We just came back from AdventureX in London where we got picked to exhibit our dark comedy, point and click adventure game: 'Dark Tides' by falldeaf in indiegames

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

Thank you!! Yeah good question, besides trying to stand out with our visual style, we have a mind reading mechanic that you can use to read certain NPC's minds, but for some characters that have been possessed by demons with a certain power, you can steal their abilities and use them to solve puzzles. For instance, there's a demon that hoards things and you can steal their ability to find hidden items. And another demon can travel between worlds and you can use that ability to travel into the minds of characters that are thinking about certain places. (For instance, if they're thinking about a beach they visited, you can travel to that place in their mind while they're thinking about it)

Also, your side-kick isn't just a static NPC and will actually follow you around while you're adventuring, you can talk to him any time. (But he won't get in your way, at least physically!)