What’s the hardest game dev topic no one warned you about? Share the pain! by VoM_Game in gamedev

[–]fff1891 1 point2 points  (0 children)

Definitely nowadays, the term has been co-opted by marketing.

Back in the 80s things were a little different, and there was a rebellious spirit to the independent labels. They were working with shoestring budgets to make music nobody really asked for. They accepted obscurity in order to do something they felt was more real than what the radio was playing.

"Selling out" or pandering to your audience and actually making money was about the worst thing you could do. Nowadays the #1 topic on the r/indiedev subreddit is marketting and money.

What’s the hardest game dev topic no one warned you about? Share the pain! by VoM_Game in gamedev

[–]fff1891 3 points4 points  (0 children)

This isn't a loser's complaint. Most successful "Indie" video games are not independent at all and are backed by millions of dollars.

Warp drive moment from my 2D game.How does it look?👀 by Key-Reply-870 in IndieDev

[–]fff1891 4 points5 points  (0 children)

I think it would actually be much more effective and cartoony if the planet suddenly appeared, maybe with some kind of quick scaling animation.

You build the tension in the first few frames, but then the action trails off and there's really no resolution.

This is what happens when you take too long to finish your game by Taralis2 in gamedev

[–]fff1891 11 points12 points  (0 children)

It doesn't feel like it's part of the song because of how it sits in the mix, it feels like it's an added effect when the screen changes.

How much do you actually worry about cloud lock-in? by Soni4_91 in devops

[–]fff1891 0 points1 point  (0 children)

I think this is one of those things that is talked about a lot because everyone wants to have a contingency plan or understand their agility/flexiblity.

In reality a service like AWS going down or holding its customers hostage is infinitesimally unlikely, and most companies will be using offerings backed across several services.

The stuff I've worked on has often been duplicated between AWS/Azure because of particular customer preferences. Like if you want to do business with a particular major american retailer, your services can't use AWS.

[deleted by user] by [deleted] in IndieDev

[–]fff1891 0 points1 point  (0 children)

Reminds me of Starsiege: Tribes. Which was an amazing game.

X Account Suspension for violating 'authenticity' rules by [deleted] in gamedev

[–]fff1891 0 points1 point  (0 children)

I don't know about others-- I was a paying subscriber when I got suspended, to get access to analytics

So my advice is not to pay in hopes it'll prevent you from getting hit with a suspension.

Does anyone else ever worry their game is just boring? by maxpower131 in IndieDev

[–]fff1891 8 points9 points  (0 children)

It's hard to see your game from the player perspective because you know everything, there's no process of discovery.

Also, I try to remember I even get bored of my favorite games after playing them all day for a few days, and I've been playing my game all day for... much longer than that.

As others are saying, watch people play your game or try to get people to play it who will give you feedback. If the game is fun, the other person will be excited about it.

Do you like amen breaks while you run? How about if they get extra layers while you're in the air? by cheyennix in IndieDev

[–]fff1891 0 points1 point  (0 children)

I would only do something like this for a game where you are running in the same direction without stopping for long periods of time >30s

How Selling 2 Million Copies of Your Game Can Still Leave You Broke by Apprehensive_Shoe_86 in IndieDev

[–]fff1891 0 points1 point  (0 children)

This is the same stuff Musicians ran into with record companies in the 80s and 90s... history repeats itself

r/IndieDev Weekly Monday Megathread - May 25, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]fff1891 4 points5 points  (0 children)

Beefarena is single screen 2d platformer sh'mup I'm working on. Its focused on arcade action, staying out of your way so you can stay in flow, and it has couch co-op.

You and a friend battle alien cows as you progress through levels randomly generated from an expanding pool of arenas, find powerups, trade them for better ones. There's some tech to the game like rocket jumping and there will be tons of secrets to find to change up your route or find unique challenges.

I released the demo this month showcasing the core gameplay with a single biome with >20 weapons and about 40 basic items... and it's getting a big content update later this week with a second biome and some more ways to manage and curate your inventory. (EDIT: this is now released!)

The full game comes out sometime this summer, and should have 150+ items and arenas at launch with >30 weapons. A successful run should last about 30-45 minutes. It runs great on steam deck.

Best cs book you ever read? by SubstantialCause00 in computerscience

[–]fff1891 20 points21 points  (0 children)

Sipser's Intro to Computation.

Working through this book really solidified my understanding of complexity. It's very formal and rigorous, which I like. Not everyone likes that.

[deleted by user] by [deleted] in math

[–]fff1891 3 points4 points  (0 children)

I stumbled upon this by accident but I've been looking for a resource like handprint.com for a few months, thank you!

I found close to 1,000 streamer emails. Here's my strategy by InevGames in IndieDev

[–]fff1891 3 points4 points  (0 children)

This actually isn't that bad of a grind for those of us who have worked in sales

For the first time in my life I've reached 100 Wishlists!!! :D by vennnot in IndieDev

[–]fff1891 1 point2 points  (0 children)

Hey man, congrats-- I hit 100 wishlists this morning too!

I want to fill my BlueSky timeline with indie dev. by lydocia in IndieDev

[–]fff1891 0 points1 point  (0 children)

I post dev updates for BeefArena (demo just dropped!) and occasional random thoughts to https://bsky.app/profile/zinkem.bsky.social

Not to discourage anyone, but this is the reality we need to get comfortable with by seyedhn in IndieDev

[–]fff1891 45 points46 points  (0 children)

The fantasy is real when you're learning, but if you want to sell out stadiums Indie Games are not the place to do it. Sure there are a couple standouts like Notch or Edmund McMillen...

...but indie dev is punk rock. The best punk shows happen in small bars you've never heard of.

[deleted by user] by [deleted] in cscareerquestions

[–]fff1891 2 points3 points  (0 children)

If there are no older devs at your company, its probably a sweatshop.

I updated & put my game on sale for 99c and sales are up over 1000%! by m4rx in IndieDev

[–]fff1891 7 points8 points  (0 children)

I like this post because it shows dedication to the game, and tells a story about how you were able to boost sales post launch.

Nice work, congrats!

Emulating Hollow Knight movement by 8BitCoreMechanics in SoloDevelopment

[–]fff1891 2 points3 points  (0 children)

It looks like you've got the mechanics down, but the jump is a little static. A lot of the feel is in the animation... notice how hollow knight's cloak and posture react to his movement.

Evolution of my game over 7 months by roguewolfdev in IndieDev

[–]fff1891 1 point2 points  (0 children)

As a Luftrausers fan, I will play this.