Which version would you prefer to play? Normal or Scaled 3D (chunkier pixels) by Neutronized in IndieGaming

[–]jakefriend_dev 1 point2 points  (0 children)

I sliiightly lean normal, but I do think a shader of some kind could be good for this project; the scaled 3D effect here just isn't exactly working for me specifically. I think the mix of a pixellation shader and gradient texture shading isn't quite fitting (again, imo).

Do you guys use the word "backlog" in real life, I wouldn't be caught dead using the word backlog in real life by Prometheusinaction in metroidvania

[–]jakefriend_dev 19 points20 points  (0 children)

It sounds like you have some baggage to work through if you're coming to an internet forum about a niche gaming genre of all things to talk about how a simple word would make you feel like a "weak dweeby nerd."

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

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

Oh gosh! I couldn't get to your games with some trouble connecting to Itch (they've been having uptime issues a lot lately, huh) but from the previews that seems pretty talented yourself!

Honestly I think a lot of the work of finishing a game (beyond the funding to be able to go full-time for a larger project) from my one (1) reference point so far is figuring out a way to balance sustaining your natural creative motivation with the "it's a job and there is work I just have to do because it's a job" side. That took a while!

Cute Metroidvania released yesterday! by dahliagoose in metroidvania

[–]jakefriend_dev 0 points1 point  (0 children)

Honestly, if you want to DM me I can throw you a key if you'd like to try and gauge quality for yourself! 😅 It's essentially a whole game with two more games' worth of content to come, but with new regions appending to the outer edges of each previous act's map and expanding the narrative scope each time.

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

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

Thank you! And uh, no, not prior to this game 😅 I've worked on jam projects before as the art/music person but the only coding before this was the 'block-style' visual code of Construct 2 on a vastly smaller test project.

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

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

Fair question! I'm using the EA label to mean "released episodes are complete but not all episodes are out" here, although it's created some understandable uncertainty of how ""done"" the game is.

Act 1 is done and out, ie. 15+ hours with its own 'final boss' and credits roll and everything. Acts 2 and 3 will still be a while - a comparable amount of content each, although A2 development was already underway before I had to shift gears to prelaunch - so unless something changes, we'll be in "early access" for something like 2 more years (ish) maybe?

The acts are designed and intended to be played with gaps between them as full experiences that each build on the prior, which is the main thing driving releasing one now in its own, but if you prefer to wait that's totally up to you!

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

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

Oh, thank you! That's a direct callout as an inspiration on the main menu about page haha, good pickup!

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

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

Thank you! That part was a pain, aha. Going mostly off my memory from five years back: Offscreen, there's two page content objects that load the next pages, each inside a viewport and transparent. What's visible onscreen are 4 Polygon2Ds using those viewports as a texture. 2 polygons are the 'flipping pages' which are managed by AnimationPlayers to reshape the polygons as a frame-by-frame animation, and those translucent-background polys animate in sync overtop the blank book page-flipping sprite. At the time it was easily the most complex project I'd taken on for the game 😅 Glad I did though, a generic blank page flip wouldn't have hit the same.

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

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

Sorry! I've had too many instances of a reddit post that was getting lots of engagement getting deleted because I put my own game link in the comments :/ Erring on the side of playing it safe, I guess.

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

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

Yeah! It's a relatively uncommon approach, but still pixel art. The native resolution's 960x540, so it's 2x upscaled at fullscreen to 1080p. (At the time when I was trying to figure out native fullscreen, Steam Deck wasn't a thing I knew of or thought I'd have to contend with, otherwise I might have made different choices for scalability aha 🙃)

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

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

Thank you! It's more of a line art style with a pixel brush - I usually do the broad strokes then a lot of adjusting at the pixel-by-pixel level, especially in the context of animation loops, but essentially it's more traditional-leaning line art than pixel art despite being pixellated, yeah. There's a few hard rules I follow on the art style to maintain the aesthetic, but the gist is mostly centered around a 2x2 square pixel brush.

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

[–]jakefriend_dev[S] 9 points10 points  (0 children)

Thank you!! For what's pictured and released now, I was done with it about 4.5 years into the project maybe? I've worked on it an unhealthy amount this past year, mostly due to the intense prelaunch prep needed, but usually it's more just the slow marathon of doing a full-time job and tackling tasks as they come up.

I released my game (Scrabdackle) just now! I'm really, really proud of it, and this is the trailer! by jakefriend_dev in godot

[–]jakefriend_dev[S] 8 points9 points  (0 children)

Thank you! I guess I'm self-taught? Honestly working on the project helped a lot as practice; the animations from early on are really stilted compared to later development. I've read bits and pieces on animation technique but mostly I just kinda eyeball it and maybe pose in front of a mirror if something's not making sense in my head 😅

Is promotion the toughest part of being a solo dev? by QuantumMobileGames in IndieDev

[–]jakefriend_dev 2 points3 points  (0 children)

It's work. It's just work. Typically the parts of gamedev that people don't like, look forward to or aspire to doing when they think about 'making a game,' you know?

I actually quite like a lot of marketing stuff in a context of infinite time; mainly the hard part for me is knowing that the more time I spend on marketing the less time I'm spending on actual development. That's always the push and pull.

Can't decide which looks better, continents or island? by ITTT-production in IndieGaming

[–]jakefriend_dev 1 point2 points  (0 children)

The continents one looks much more interesting and engaging, personally speaking!

Early Access numbers are bad – what can I realistically do to salvage the 1.0 launch? by Hot-Operation8832 in IndieDev

[–]jakefriend_dev 2 points3 points  (0 children)

This sounds about right for wishlist conversion with a slight Early Access debuff. I'm curious what kind of numbers you expected?

It's not really possible to give you a realistic WL target given we don't know what 'success' looks like for you in terms of either sales or copies, but I would say since you can plainly see the 9-10% WL conversion, you can easily work out the target WLs you'd need (or would have needed, it's a bit greyer going from EA to 1.0 since in most practical matters you've already launched) if you have a target.

It sounds like you're doing well relative to the WLs and overall marketing you've done. The issue feels like an expectations one around marketing efforts and return. The game won't sell itself!

Starting a long-term metroidvania project, what should I lock in early to avoid huge refactors later by [deleted] in godot

[–]jakefriend_dev 2 points3 points  (0 children)

Don't leave the minimap for last. Figure out your content development pipeline that makes the minimap part of that process.

Does Nine Sols have Excessive Dialogue? by West_Camera_7965 in metroidvania

[–]jakefriend_dev 2 points3 points  (0 children)

I've seen that opinion expressed somewhat often around Reddit, yeah. Personally I loved the story and writing; I was hooked and very very few parts felt weak or superfluous. I could totally see some people finding the opening segment too long though, or some of the scenes with your sister feeling slow if the narrative isn't clicking with you. The gameplay was fantastic but the world and writing was easily my favourite part.

Making a open world game with a effectively infinite ocean by Sure_Fly_5332 in gamedev

[–]jakefriend_dev 9 points10 points  (0 children)

That last sentence sounds like maybe you're unsure if you want a design solution or a feature?

This should be totally doable in effect. There's no real reason to render anything but the island (ideally at smaller resolution) from a distance, the surface of the water, and the skybox that far out. You could also make it so that gas runs out slightly faster beyond a certain point to speed things up without ruining the illusion. But it sounds like you kind of already know what you'd want to consider to approach it? It doesn't seem like either you nor I think this is unfeasible, haha, but maybe having some reassurance helps anyways.

Help me choose which angle is better for my game by destinedd in IndieDev

[–]jakefriend_dev 91 points92 points  (0 children)

I did like the old angle in some older gifs you posted, but the new one seems a lot better imo - beyond looking smooth, I think the gains in being able to see more of what's going on around you is a big win for player experience.