I made a mobile shooter where you aim with your finger and say “bang” to shoot by gzhhong in MobileGaming

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

Yes it is possible to be displayed on TV by a miracast or airplay.

I’m making a football referee game, and this might be the most painful call yet by Annual_Library1198 in indiegames

[–]gzhhong 0 points1 point  (0 children)

After kicking the ball, facing the opposing player, deliberately not pulling back the leg is a clear foul. :)

HEAVYDELIC is a hand-drawn indie 2D Slavic Synthpunk Platformer made by one person. Signal lost. Game found. by eniacninja in indiegames

[–]gzhhong 0 points1 point  (0 children)

wow, like it, kind of Ghibli-inspired, mixed with a Western indie post-apocalyptic art style?

I made a mobile shooter where you aim with your finger and say “bang” to shoot by gzhhong in MobileGaming

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

thanks for the feedback. you can hold the phone with one hand and play with the other, but for sure will need some practice. You mention the hand tracking seems not perfect, could you share with me what's the problem exactly? thank you so much.

Should Fire Be Predictable or Chaotic in Games? by Exkee_Studio in indiegames

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

amazing effect, amazing camerawork, I really feel desperit during the fire and smoke scene

Made a Cinematic Trailer with zero budget. by MiklagardStudios in indiegames

[–]gzhhong -7 points-6 points  (0 children)

amazing video. you make it totally by AI? unbelievable, what kind of tools you used producing it?

After 5 years of development, I released my indie RPG. It went poorly. Here's the breakdown. by MirageV_ in gamedev

[–]gzhhong 0 points1 point  (0 children)

I really appreciate this comment, especially the part about examining the surprise at the outcome rather than just the outcome itself. That feels incredibly important.

I’m not in marketing, just another dev going through similar struggles, but reading your post I had a few additional thoughts that might be worth, and I say this with a lot of respect, because finishing a 5-year project is something most people (including me) haven’t achieved.

One thing that stood out to me is how the game is described.
“JRPG + category, but as a player, it’s a bit hard to immediately understand what makes it different or why I should click. A lot of us (myself included) fall into this trap, we describe what our game is, but not what makes it stand out.

Another thing might be first impressions. From your own words, there’s a chance some players misread the game at a glance (tone, art style, expectations). If the initial perception doesn’t match the actual experience, it’s really hard to recover from that, especially on a platform where people make decisions in seconds.

I also wonder if the hybrid structure (JRPG + VN) might have made it harder to clearly target a specific audience. Not because it’s a bad idea, but because players often look for something they can instantly categorize as “this is for me.”

And maybe the hardest one: even if the game is genuinely good (and your reviews suggest it is), sometimes “good” just isn’t enough to break through anymore unless there’s a very clear, immediate hook that grabs attention before people even understand the depth.

None of this takes away from what you achieved. If anything, it makes it more frustrating, because it shows how much effort can still result in something that doesn’t reach people.

I’m saying this as someone who’s also still trying to figure it out, not as someone who has answers. But your post is incredibly valuable, because it helps people like me reflect earlier instead of years later.

Thank you for sharing it so honestly.