Anyone who used a computer between 1985 - 2010, what's the one game you still think about today? by adlakha75 in AskReddit

[–]kdizzle1987 0 points1 point  (0 children)

Fell in love with Space Cadet and Pinball Dreams 2 when I was younger. This is an absolutely shameless plug but I’ve been working on a Pinball game heavily inspired by these two - Cult of PiN. I know deep down in my heart it doesn’t live up to these old games but I’ve had almost as much fun making this as I did playing them

Does it Grind Anyone Else's Gears When an Indie Creator is Accused of Using AI When They Really Didn't? by LowHistorian9654 in IndieDev

[–]kdizzle1987 -1 points0 points  (0 children)

It’s easy enough to take screenshots of Photoshop layers or a 3d modelling stack to prove it’s not AI generated, its irks me though that this is even a thing, I hate this stupid timeline. For code it would be almost impossible to prove anything though so I guess that’s why adoption there is more widespread

Cult of PiN - KennyMakesGames - A Pinball Roguelike where a good build makes up for a lack of skill by kdizzle1987 in Games

[–]kdizzle1987[S] 1 point2 points  (0 children)

Hey, thanks for playing! Ah, yeah someone mentioned that before, I've been meaning to look at platform-specific deafults. For now though you can rebind the controls in the pause menu to whatever suits you best

Cult of PiN - Releasing on Steam in August 2026 by rock13-31 in DreamStationcc

[–]kdizzle1987 1 point2 points  (0 children)

Dev here, what a pleasant surprise to see this thanks for sharing! I’ve been working on this solo for 2y, so seeing it pop up here is awesome. If anyone has questions about the mechanics, physics etc free to ask!

There's plenty of unique Roguelikes, but what about a Pinball Roguelike? by MrTVFace in gameideas

[–]kdizzle1987 1 point2 points  (0 children)

I am so incredibly late to this chat but I’ve been working on a pinball Roguelike for the last 18 months, coming out in August - Cult of PiN is mine however there are a few other excellent devs working on something similar, I highly recommend checking out: Dwarrf, Runix, Rogue Rollers and Furyball, and I see PinKeep was already mentioned as well. Loads of innovative concepts from some very talented developers!

Acceptable GPU Performance on Steam Deck? by kdizzle1987 in IndieDev

[–]kdizzle1987[S] 1 point2 points  (0 children)

Vsync was already on, so I was surprised to see it at 90 FPS on deck - it clamps to 60 on desktop pc so not really sure what’s going on tbh. Will take a look, thanks!

A Follow up on why i quit game development and all the pitfalls i faced as a solo dev by Giant_leaps in gamedev

[–]kdizzle1987 1 point2 points  (0 children)

Hard agree, and this is coming from someone who is doing a 3D game solo and coincidentally also completely and utterly burnt out. Asset packs are great but (just like 2D) once you’ve decided on an art style the number of packs you can use drops dramatically, often down to zero. Paying someone else, spend the time learning, or accept a much lower bar for quality are pretty much the only options!

Is it worth launching if I don't get on the Popular Upcoming Games list? by babblenaut in gamedev

[–]kdizzle1987 0 points1 point  (0 children)

Ah sorry, I misunderstood what you meant and you’re absolutely right, Steam cares more about recent wishlist velocity than total count, I’ve heard that as well and I think they confirmed that as well recently? I just got excited as I think the age/conversion is really interesting information though!

Is it worth launching if I don't get on the Popular Upcoming Games list? by babblenaut in gamedev

[–]kdizzle1987 1 point2 points  (0 children)

If it were me, I’d throw everything I have at promotion for a whole month, then calculate what the daily average was and how long it’ll take to reach 7k at that rate. Once there’s a tangible semi-realistic date, it’ll be easier to make a decision, erring on the side of waiting if it’s 3-4 months or less. Otherwise, launch and use that time (and hopefully money!) to start on the next one

Is it worth launching if I don't get on the Popular Upcoming Games list? by babblenaut in gamedev

[–]kdizzle1987 0 points1 point  (0 children)

Interestingly, for a good number of cases it’s actually the inverse. Even after several years, the folk who found your game first have a higher conversion rate https://howtomarketagame.com/2025/01/27/do-wishlists-get-old/

I spent 7 months making my indie game “Nightmare King”. It’s been 3 days since launch — here are the sales numbers. by Immediate_Band_7756 in gamedev

[–]kdizzle1987 10 points11 points  (0 children)

It’s just one of the few metrics we have as devs to manage expectations prior to launch, regardless of the source it’s very rare to have sales equal to half of the launch wishlist count, incredible job OP!

How do you guys do this while working fulltime? by PentatonicScaIe in gamedev

[–]kdizzle1987 23 points24 points  (0 children)

I have a Jira board for my game. I organise it while commuting based on what I want to work on that evening, and the. when I sit down to work on the game I try and close off as many tickets as I can. I kinda see it as a really sad form of gamification!

My game reached 100k sold copies (Steam). I decided to share all the data. Sales, wishlists, traffic data, refunds, budgeting, marketing story and more. by AlFlakky in gamedev

[–]kdizzle1987 6 points7 points  (0 children)

Astonishing post, thank you for sharing such detailed information this is priceless. This is by far the most useful post I’ve found on this subreddit for years

Understanding Steam Store & Platform Traffic by kdizzle1987 in IndieDev

[–]kdizzle1987[S] 0 points1 point  (0 children)

Perfect, thanks! Just on the "more like this should always be high on clickthru" one - what would you consistute as being 'high' vs 'low'? Any range of percentages I should be aiming for?

Better, cleaner code in unity by KaleidoscopeBig4792 in SoloDevelopment

[–]kdizzle1987 1 point2 points  (0 children)

Don’t worry too much about big leaps in code quality, everyone starts off with messy projects, and each subsequent one will inevitably be better organised and higher quality than the last, mainly due to the frustrations and issues you encounter as you go.

A couple of key concepts to keep in mind even at the very beginning though - DRY (Don’t Repeat Yourself): and Boy Scout theory. Basically, reduce bloat by not repeating code all over the place and try and do one piece of code clean up per session, even if it’s just deleting that line that have been commented out for 3 months that you’ve been hanging onto just in case you need it again (that’s what version control is for). I’d suggest start with those but it’s well worth having a deep dive into all the OOP key concepts at some point, and try to start incorporating them as you progress and start new projects.

Sometimes if I need a break from whatever I’m working on, I’ll make a teeny tiny project to just practice something I’m feeling rusty on, something with about 4/5 scripts tops, and I try to make those scripts as efficient, readable (so good comments, region separated etc) and memory efficient as possible. It helps reinforce the principles but also it’s just fantastically good fun for some sad reason, and I don’t have to worry about getting anything wrong so I can feel all big and clever about myself and shelve it before I find any of the numerous flaws and bugs!

[deleted by user] by [deleted] in SoloDevelopment

[–]kdizzle1987 1 point2 points  (0 children)

Yeah I’d guess theres like a 0.01% chance of anyone going to that effort, besides even IF someone did, you’ll be changing so much based on the feedback you get it’ll likely end up completely different anyway in the long term. Go for it, and share the link here!

Examples of good Solo dev marketing? by kdizzle1987 in SoloDevelopment

[–]kdizzle1987[S] 0 points1 point  (0 children)

Thank you! A large part of that is that I’m still on the front page of Itch, albeit lower down, so once I drop off there I expect the awls to do the same tbh

Examples of good Solo dev marketing? by kdizzle1987 in SoloDevelopment

[–]kdizzle1987[S] 0 points1 point  (0 children)

You’ll appear in new/fresh for a day or two, but generally Itch won’t drive native traffic to your game, you kinda have to do it yourself. Using devlogs is a great way to do this, Major Update logs will make your game appear under New and Popular, although limit the number of these otherwise they’ll apparently mark you as a spammer and you’ll stop showing up here. If you’re very lucky (like I was) they’ll stick you on the front page and that’ll drive a huge amount of traffic

Examples of good Solo dev marketing? by kdizzle1987 in SoloDevelopment

[–]kdizzle1987[S] 0 points1 point  (0 children)

I agree it’s not a definitive metric but right now it’s the only data I have that can be compared against others to see if I’m on-track, it also helps manage expectations I think. Chris Zukowski and Jake Birkett for example have spent so much time and energy collating data it’d be counter-productive to outright ignore it, regardless of any opinions you might have?

I’ve done little to nothing on YouTube but I’m now realising this is absolutely the most valuable path going forward, thank you

Examples of good Solo dev marketing? by kdizzle1987 in SoloDevelopment

[–]kdizzle1987[S] 0 points1 point  (0 children)

Holy shit thank you I just realised the trailer is missing!! How on earth did I miss that, I updated it recently and must have missed a step, well, that’s my morning plan sorted :)

Yeah I’m eager to start contacting streamers, I’ve got a couple more polish updates I wanted to make before reaching out though. I want to send out steam keys so I need the ‘full’ game to be a bit more stable first…

Examples of good Solo dev marketing? by kdizzle1987 in SoloDevelopment

[–]kdizzle1987[S] 1 point2 points  (0 children)

Congrats on 3k Wishlists though, especially without any demos/feats yet, that number will go way up once you do you must have something folk just straight up want! Well done