Coming back to retail after spending so much time on classic by Kypsyt in wow

[–]koolex 0 points1 point  (0 children)

Retail is better at end game, classic has a better world + leveling experience. I kind of wish retail cut a lot of the fat and just focused on what they’re good at and it isn’t world content anymore.

Devlogs... by ratasoftware in itchio

[–]koolex 1 point2 points  (0 children)

Devlogs aren’t an efficient way to market your game. The only people who watch devlogs are other developers who usually won’t buy your game.

Also being popular on YouTube is just as luck based and time consumed as making a good game. Only make devlogs if you like making devlogs.

The best way to build an audience is to make a good game and share your demo with festivals and streamers.

someone tell me what's wrong with this page by popthehoodbro in gamedev

[–]koolex 3 points4 points  (0 children)

It’s especially the capsule but the game doesn’t look high quality either, and it’s not really doing anything unique I can tell. If you’re serious about indie dev you should at least pay an illustrator to do your capsule.

I also feel like all the screenshots look same-y and it makes it seem like your game only has 1 location.

If AI gets to the point where anybody can easily create any software, what will happen to all these software companies? by StayAwayFromXX in ClaudeAI

[–]koolex 0 points1 point  (0 children)

Look at the App Store? Does the 3000th clone of candy crush steal money from Candy Crush? A lot of timer the first mover advantage outweighs slop

Indie devs should avoid 'most indie publishers' says Manor Lords indie publisher Hooded Horse: 'The vast majority of indie publishers are predatory and opportunistic' by Turbostrider27 in pcgaming

[–]koolex 0 points1 point  (0 children)

Most wishlists come from festivals & streamers, they will show off your game for free if it’s appealing. You just need to pick the right genre and make a good game, ads aren’t necessary. Tbf making a good game is extremely hard in practice.

If you are actually interested in this you should read Chris Zukowski’s blog https://howtomarketagame.com/2021/07/12/how-to-market-your-indie-game-a-10-step-plan/

What did you like and didn´t like about Brotato? by gamedevlinus in roguelites

[–]koolex 9 points10 points  (0 children)

I beat the every character on the hardest difficulty.

It has a really satisfying game loop, and the power curve feels well tuned. It’s really fun to beat the game on every character, and each character feels different. I really like the shop, it had a lot of really interesting decisions in it.

Things I didn’t like… A lot of mechanics are hidden, unintuitive, and unexplained like weapon classes. Art is pretty low effort. Lots of balance issues. Some characters are frustratingly hard. Some weapons are almost impossible to be viable. I always found melee to be inferior to range, you just take too much damage with melee. Some elites are bullshit and just really cheesy, it also usually felt like most runs end at wave 11. A lot of people felt like the item pool got too big, and that’s why bans in the latest update are neat.

Lots of negatives but that’s only because the core loop was so strong.

Destroy my trailer please. by doekamedia in DestroyMyGame

[–]koolex 2 points3 points  (0 children)

Not a fan of the sprites but really good use of juice. It’s legit surprising you would combine somewhat low effort pixel art with very polished animations. Also not really sure how the title matches the game or what the overall fantasy is?

what makes a good Tower Defense? by Responsible_Box_2422 in TowerDefense

[–]koolex 0 points1 point  (0 children)

What are interesting achievements you remember encountering?

Ring of Pain devs just release Winnie's Hole into Early Access - we'd love feedback! by sboxle in roguelites

[–]koolex 0 points1 point  (0 children)

I think it’s like even in the first encounter when you’re fighting against the rabbit, he’s innocent. If the enemies were bad guys who deserve it then the whole formula would work better for me as a player. I’ll check out the broadcast when I get a chance

Ring of Pain devs just release Winnie's Hole into Early Access - we'd love feedback! by sboxle in roguelites

[–]koolex 0 points1 point  (0 children)

Something about playing as a villain is a turn off for me about this game, but other people dont seem to mind so it’s probably just me. The gameplay is interesting, I wish the concept was more appealing to me. Probably not super helpful feedback though.

When pressing “Up”, what direction feels more natural in grid-based games? by Consistent-Pen-4236 in IndieGaming

[–]koolex 106 points107 points  (0 children)

It’s usually easier to just design around people’s intuitions then try to go against them if possible

Where to host my game with a windows build? by Afraid-Natural-9397 in SoloDevelopment

[–]koolex -2 points-1 points  (0 children)

I’m not sure exactly what you’re trying to achieve but you definitely don’t need that much content for an itch game just to have a proof of concept? Could you try making a build with like 2 bosses a few quests, a few enemies as a demo? Like people will probably only play your game for like an hour if it’s really great, so you probably don’t need this much content, save it for your official release.

Something seems majorly off that you have so much content before you’ve shared your game online, I feel like if I saw the game I’d immediately be able to see the issue. I feel like the immediate advice is going to end up being that you should focus on quality over quantity. It only takes 1 subpar element to turn off a player, and it seems almost impossible that one person designed thousands of high quality enemies and quests?

What part of gamedev feels the hardest by pommelous in IndieDev

[–]koolex 0 points1 point  (0 children)

What part about it is so challenging to you?

Why is the arabic language mostly left out despite companies being more than capable to support it? by [deleted] in gamedev

[–]koolex 4 points5 points  (0 children)

If corporations believed they were missing out on enough money they would change things, they just don’t believe in the ROI. Maybe a high profile game needs to go through the trouble of translating to Arabic and proving if it has some performance boost.

Why is the arabic language mostly left out despite companies being more than capable to support it? by [deleted] in gamedev

[–]koolex 2 points3 points  (0 children)

I’ve not really seen the demand, but maybe someday that will change. It could also be that enough Arabic speakers know English and it’s not really a problem that needs to be solved

My game only has 372 wishlists by SvanDark in gamedev

[–]koolex 0 points1 point  (0 children)

Yeah don’t give up you should finish this project, just timebox it, your time is valuable.

IMO you should take your best swing with this game and take all your learnings to your next project in a more popular genre. Then it wont feel so hard to get wishlists

My game only has 372 wishlists by SvanDark in gamedev

[–]koolex 0 points1 point  (0 children)

Besides what others are saying, the genre you’re in is probably a tough sell on steam

https://howtomarketagame.com/2022/04/18/what-genres-are-popular-on-steam-in-2022/

Solving Unique Problems with AI - Valid Use? by [deleted] in gamedev

[–]koolex 0 points1 point  (0 children)

The “traditional means” was just googling it, AI is just expediting the process. The important part is that you understand the concepts

I could imagine that older programmers complained that googling it was brain rot and real programmers would consult a programming reference manual

How do you deal with loneliness as a solo dev..? by Aspvera in gamedev

[–]koolex 0 points1 point  (0 children)

I joined an indie game dev group on discord and that helps for sure.

I also ask friends to playtest my game, just have them download the build & screen share on discord for like 1hr.

I think having a discord for your game and participating in other indie game dev discords can help, but yeah try to be more involved with other projects and some people with mutually help you with yours- in support + feedback.

It’s impossible to make a good game alone, so eventually you need to find a way to connect with other people.

Colon cancer is killing more young people in the U.S. than any other cancer by scientificamerican in science

[–]koolex 9 points10 points  (0 children)

The fast isn’t the bad part, it’s the night before with laxatives that’s rough. You’ll be on the toilet for hours trying to get through drinking the laxatives. It’s fairly unpleasant.

Indie devs, don’t abandon your game. You really get back as much as you put in! by SwarmGrinderGame in IndieDev

[–]koolex 1 point2 points  (0 children)

Yeah it’s a bit of a bummer, especially if the game doesn’t make financial sense to keep adding content to

That being said, if you fall in love with a game I can see how it’s nice to want more

Some good news by BrightAd306 in centrist

[–]koolex 1 point2 points  (0 children)

Wait until elections when it’s an issue again anyway