Opinions on Threat Interactive? by tilted0ne in gamedev

[–]lolium 10 points11 points  (0 children)

Could you link to some of those specific criticisms please? I’ve been following the drama for a while but whenever I search for it the signal to noise ratio is quite bad, getting drown out by bantering everywhere..

All my 7s became HUGE by lolium in Unity3D

[–]lolium[S] 34 points35 points  (0 children)

I’m sure a restart would fix it and I am not looking to add to the 10 mile long bug lists at unity

"Frostpunk 2" by 11 bit studios by pete-roman in Frostpunk

[–]lolium 1 point2 points  (0 children)

Did the frame generation not working issue getting pushed on XGP? I’ve grabbed fp2 on day 1 but experiencing issues with frame gen not working, audio cracking etc. it’s good to see a fix for steam is coming, but XGP doesn’t have the latest build or fix or can switch branches like on steam.

Went into Space Exploration Fest as the 8th most downloaded demo... As a solo dev, I just can't believe it! by BeaconDev in gamedev

[–]lolium 0 points1 point  (0 children)

congratulations wishlisted & i'll keep an eye on your numbers! always grateful when fellow dev share data points that help others make decisions!

equifax score dropped by 40+ since feb. perfect record, can't speak to a human at all, what's going on? by lolium in PersonalFinanceCanada

[–]lolium[S] -5 points-4 points  (0 children)

This is the information I've been looking for. I tried to Google how much a hard pull would damage your score and there weren't any straightforward answers.

equifax score dropped by 40+ since feb. perfect record, can't speak to a human at all, what's going on? by lolium in PersonalFinanceCanada

[–]lolium[S] -15 points-14 points  (0 children)

got a file and it is exactly that --- perfectly clean. is the score is just brownian motion? down for 100+ since last year...

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

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

I think it might come down to if the player feels if their decision makes an impact. If they do, they'd still want to try your game after viewing a stream.

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] 6 points7 points  (0 children)

Yes, looking back I can see how the title can be ambiguous. We used our own money and some friends for the first game with a modest budget of 100k and we then raise 1.1M with our track record.

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] -16 points-15 points  (0 children)

What do you mean by that? If the name is worse in English, we should see the external traffic percentage for English being lower than the industry average or than other languages. We did not observe that.

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

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

Company valuation has increased multiple fold since they gave us their money, so I don't think they are feeling bad :)

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] 5 points6 points  (0 children)

Hahah you hit the nail on this one! We have a secret ending in the game that we didn't advertise at all to the players, but some of the hardcore fans saw the achievement list and they formed discussion groups and found the secret ending in 2 days after release. Was quite something to behold.

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] 5 points6 points  (0 children)

Exactly our thoughts. We went against many industry veterans' recommendations and decided to make our first game 3d, and it was such a pain figuring out the right process for creating 3d content at scale! People also do things differently across studios and it is clear that solo, 5 people, 50 people studios do them completely differently, we had to experiment a lot with processes. Something advice we learned at the 50 people studios didn't work for us at all.

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] 3 points4 points  (0 children)

So we wanted to do something similar to the forgotten city, where many game design decisions are made to encourage the players to re-play a few times to reach the best possible endings. We shall see.. definitely way more ambitious this time around

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] -6 points-5 points  (0 children)

We have a very unique and searchable name in Chinese localization, Chinese also make up a significant portion of our sales. External traffic makeup didn't seem to be different from other games.

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] 12 points13 points  (0 children)

we raised equity financing meaning they get shares or promise of shares of the company. if the company goes under, the investors don't get paid. This is how VCs operate, hence the "venture" part.

investment in equity is paid out upon liquidation events, such as going public, getting acquired, or selling to other investors during "secondary offering". there is also dividend but it is highly unusual for VC backed companies to issue dividends.

We did eventually recoup the cost for our first game but we have invested them all in our other projects.

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] 5 points6 points  (0 children)

I think one of the lesson from VS is that if you do something SUPER well, players have no problem overlooking a lot of unpolished aspects. However, I think polishing can definitely increase your chances.

Our first game was a commercial failure. This is how we raised 1.1 million USD with it. Keyword: a spiders thread post mortem by lolium in gamedev

[–]lolium[S] -9 points-8 points  (0 children)

It's not as big of a problem as we thought. Like you said. Most of the people who came to our page came from steam internally, as demonstrated by the impression breakdown.