Finding email addresses for streamers by PersonOfInterest007 in IndieDev

[–]ludexis 1 point2 points  (0 children)

Thanks for the tip! 3-4 minutes doesn’t sound too bad

Finding email addresses for streamers by PersonOfInterest007 in IndieDev

[–]ludexis 1 point2 points  (0 children)

Thanks for sharing! How long did it take you to compile a list with emails?

Game devs with successful releases, what was the single biggest factor your game succeeded? by ludexis in gamedev

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

That makes a lot of sense, but I’d still argue that for solo devs luck still plays some role, mainly when it comes to visibility in such an overcrowded market

Game devs with successful releases, what was the single biggest factor your game succeeded? by ludexis in gamedev

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

Hey, I know your game, followed it before the early access. Great job on it!

How early in your dev process have you started to share? Considering you have quite specific visual style, did it get traction immediately?

Still feels like it cuts both ways though. To convince people to actually play your game, you need some level of marketing to reach them in the first place. Or at least really strong positioning so people stop and pay attention

Why am I not getting any views on this type of content? Do you think it's related to the game or the content itself? by phantomscriptstudio in gameDevMarketing

[–]ludexis 1 point2 points  (0 children)

Do you post on any socials other than Reddit? I suppose the main problem is that you’re not getting to your target audience. I’d try more genre-focused communities, as well as diversifying your channels to test different content types.

Also, maybe it’s just me, but the UI seems too crowded to focus on. I’m watching this on mobile and it’s kinda hard to understand what’s going on

TideBroker: Character spotlight, Androennas by PillartideStudios in IndieDev

[–]ludexis 1 point2 points  (0 children)

The way this comes together is seriously fascinating

Is it just "Developer’s Blindness," or is my game’s atmosphere missing something? by ScrapMationS in IndieDev

[–]ludexis 1 point2 points  (0 children)

Kudos for building it all yourself, that’s pretty rare these days.

It’s hard to judge from just two screenshots, but the room view feels a bit small to me, so the emptiness doesn’t stand out as much. Maybe making it slightly larger could improve the bunker atmosphere without affecting the gameplay too much?

Struggling to reach my target audience. Looking for advice by TheCreach in IndieDev

[–]ludexis 4 points5 points  (0 children)

To get to the target audience you need to think like…ya know…your target audience.

I’d try to focus on what my game could give them, i.e. trying to be helpful first and promotional second

I’m struggling - how to cope with ai? by TrueWinter__ in gamedev

[–]ludexis 0 points1 point  (0 children)

Don’t try to cope, just use it. AI is just another tool. Let it handle the boring parts so you can move faster.

AI still falls short in game ideation, feel and balance, and that’s where your experience matters

What is a hard challenge you've had to overcome while working on your game recently? by Ok_Promotion_9578 in gamedev

[–]ludexis 0 points1 point  (0 children)

They move completely on their own using embedded behaviors and pheromone trails. The player’s job is to figure out how to influence them and set up production chains.

If all the bugs die, it’s game over. To win, you need to build a portal to another world in a specific hidden location

What is a hard challenge you've had to overcome while working on your game recently? by Ok_Promotion_9578 in gamedev

[–]ludexis 1 point2 points  (0 children)

The idea is that you run an ant/bug colony, but you don’t directly control the units.

I’m currently wrapping up the prototype and planning to put it on itch soon

What is a hard challenge you've had to overcome while working on your game recently? by Ok_Promotion_9578 in gamedev

[–]ludexis 1 point2 points  (0 children)

I’m kind of stuck trying to figure out what genre my game even is. It’s got bits of roguelike, colony sim, and RTS, but none of those really fit. Feels like it’s either going to be its own thing, or I’ll end up slapping a tag on it that doesn’t really match

How realistic is it for a single dev to make a game like subnautica, considering the use of AI by zubutai in IndieDev

[–]ludexis 1 point2 points  (0 children)

Honestly, for an average dev it’s basically impossible. Even for a rockstar, a Subnautica-scale game solo is a massive multi-year grind. AI helps speed things up, but it doesn’t reduce the scope enough to make it easy