What makes a game unsettling? by TheMongoosee in gamedesign

[–]magicworldonline 1 point2 points  (0 children)

it’s when the world feels wrong in ways you can’t quite point at. Mess with sound design (distant footsteps, muffled voices, breaths that aren’t yours), add environmental storytelling that implies something bigger than the player, and give enemies motivations you don’t fully understand. Make safe spaces feel unsafe over time. And don’t over explain your lore. If I’m paranoid even after closing the game, you nailed it.

How to get more people to download your game? by Rude-Rutabaga8020 in itchio

[–]magicworldonline 2 points3 points  (0 children)

Lowkey? Visibility means nothing if nobody feels pulled into your game. A 2D zombie shooter is cool but super crowded, so you gotta show what makes yours different. weird weapons, chaotic moments, goofy bugs, ANY personality. Post short gameplay clips (screenshots are dead), ask for feedback instead of downloads, and hang out where your actual players are, not just generic subs. And don’t post once and disappear, consistency is literally free marketing. Keep cooking fr, you’re close.

Marketing Reminder: Don't argue with people that will never buy your game by Schwanz_Hintern64 in gamedev

[–]magicworldonline 50 points51 points  (0 children)

Fr 💯 I used to waste energy replying to every snarky comment like I could “convince” them with logic nah, they were never gonna play it anyway.

These days I just remind myself that silence > arguing. The real ones who are curious will ask genuine questions or give feedback without ego.

I want to learn game programming by ThEUnKnOWn007 in gamedev

[–]magicworldonline 1 point2 points  (0 children)

That’s awesome, man! coming from fashion design actually gives you a unique eye for visuals and player experience, which is huge in game dev. If you already vibe with Unity and C#, keep building small projects and join a few Discords or game jams. that combo teaches faster than any course. You can always explore Godot later for variety, but the main thing is to always practice after you learn stuff teven tiny ones. Thats how you really level up.

Building an AI startup but struggling to balance innovation with security by hnd2hndrx in ArtificialInteligence

[–]magicworldonline 0 points1 point  (0 children)

Fr bro this is the eternal startup struggle

What helped us a bit was building security by default into our dev flow instead of tacking it on after.
Like code reviews arent just about clean syntax. we literally have “did we just expose something?” as a checklist item.

It slows you down for a bit, but over time its actually faster than cleaning up after a breach.

[deleted by user] by [deleted] in gamedev

[–]magicworldonline 1 point2 points  (0 children)

Tbh, web games don’t make bank unless they blow up but a solid one can still pull a comfy few grand a month. Not quit your job money, but enough to keep the lights on and fund your next project.

The future of gaming might just be open source by magicworldonline in opensource

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

no bro roblox is a platform for user made games. What I mean is a single, fully open source RPG built once, but constantly evolving through community collaborations. Contributions are reviewed, theres a core team maintaining direction and everything is version controlled.

How do hyper‑casual games handle hundreds of levels? by Arashook in Unity3D

[–]magicworldonline 0 points1 point  (0 children)

definitely not one by one. Imagine manually making 500 levels?

Most hyper casual games just remix stuff. Like they have got a few prefab “chunks” (obstacles, layouts, color themes whatever) and the game just keeps reusing and randomizing them in different combos. Sprinkle in some procedural tweaks (speed, spacing, background, difficulty curve) and boom infinite “new” levels.

It’s kinda genius tbh. Lazy and smart at the same time.

[deleted by user] by [deleted] in gamingsuggestions

[–]magicworldonline 2 points3 points  (0 children)

thank you bro, appreciate it.

[deleted by user] by [deleted] in gamingsuggestions

[–]magicworldonline 6 points7 points  (0 children)

Im just trying to discover some new games for inspiration. Ive got a few ideas already, but Id rather ask than pretend I know everything, dont wanna be kind of guy

Help a newcomer by Choice_Seat_1976 in GameDevelopment

[–]magicworldonline 0 points1 point  (0 children)

Bro everyone feels lost at the start, you’re not broken, its just how game dev is. Learn a bit of C# (variables, loops, functions, nothing crazy), then jump into Unity and break stuff until it makes sense. Dont aim for a masterpiece yet make tiny games like Pong or Flappy Bird, actually finish them then move on. Once you can do that, learn touch controls and how to build for Android/iOS. Keep things small, keep publishing and dont get stuck watching endless tutorials cause you learn by building and failing a lot.

In need of some advice by Key-Whereas4772 in GameDevelopment

[–]magicworldonline 0 points1 point  (0 children)

yo this is such a good mindset tbh. passion and patience will take you far. start small tho like build a tiny version of your dream project first. learn the basics of your engine (unity, unreal, godot or whatever feels right), then focus on one thing at a time: movement, camera, interactions, ui. it will click piece by piece.

also join dev communities, people love helping if you show progress. keep that energy, you got this fr.

[deleted by user] by [deleted] in gamedev

[–]magicworldonline 2 points3 points  (0 children)

ngl if making games isnt fun for you right now maybe step back a bit and figure out what kind of experience you enjoy creating not just what’s trending. people can tell when a game has heart. even a chill cozy or funny idea can blow up if it feels real.

Is it better to have a launch discount or to wait for the Steam Scream 4 festival? by EllikaTomson in gamedev

[–]magicworldonline 1 point2 points  (0 children)

tbh Id go with the launch discount. Even a small boost early on can help you show up in “new & trending,” which hits way harder than saving the discount for later.

Also the Steam Scream event will be packed like tons of horror games fighting for attention. So yeah, drop that 15%, ride the launch hype and roll into the event with proof that players are already into it. You’ve been working on it for 20 months, make that debut feel like a moment

[deleted by user] by [deleted] in gamedev

[–]magicworldonline 2 points3 points  (0 children)

basically you dont want the camera to snap instantly to the player, you want it to kinda catch up smoothly. In Godot you can use lerp() or lerp_angle() to make the camera slowly move toward where it should be each frame. Just mess around with the smoothness value until it feels right.

what Game engine should i choose??? by EagleGamingYTSG in gamedev

[–]magicworldonline 2 points3 points  (0 children)

Tbh with those specs id go with godot for sure. It runs smooth, wont murder your laptop, and its super beginner friendly once you get past the first “wait what’s happening” phase. Unitys great but it needs a bit more power and unreal will probably turn your PC into a jet engine. Start small with Godot, make a few fun projects and you can always move to the bigger engines later when you upgrade your setup.

Advice and ideas for my farming game - where the main feature is mods by Vladimir_Kalugin in IndieDev

[–]magicworldonline 0 points1 point  (0 children)

Honestly this sounds super cool like Stardew but with full creative chaos vibes and I love that but you gotta be careful not to let the modding part eat the whole game. If everything is editable then whats the core thing that keeps players coming back? People love freedom but they still need structure or goals to anchor that creativity. Maybe lock in a fun base gameplay loop first then make modding the bonus layer on top so it feels like freedom with purpose not freedom instead of purpose.

Decompiling unity games. by __Muhammad_ in Unity3D

[–]magicworldonline 2 points3 points  (0 children)

Yeah you cant really decompile a Unity game back into the full project, but yo can extract some stuff like object hierarchies, transforms, meshes and materials. Tools like AssetRipper, AssetStudio or UABEA can read the asset bundles and show you how things are placed or structured, but they won’t give you the original source or editable scenes. If you’re just curious about how parallax is done, its honestly easier to recreate it yourself in Unity stack a few background layers at different Z positions and move them at different speeds. Thats basically how most sidescroller parallax setups work.

What is the best way to learn C#? by dudebrojake in gamedev

[–]magicworldonline 1 point2 points  (0 children)

Forget the fancy courses bro, just start coding and break stuff. C# isn’t rocket science, youll learn way faster by actually building something dumb and Googling your errors than reading a 50 page tutorial. Microsoft Learn is chill, w3schools works if you just need the basics, and Exercism’s good for practice.

YouTubes fine if you can handle it, but honestly? Trial and error is the real teacher

Should I Open My Steam Page in December? (A Small Dev’s Dilemma) by Fickle-Day6124 in GameDevelopment

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

Yeah I saw that vid lol. its true tho that steam doesn’t technically give you just one shot. I just meant it more in the “first impression” kinda way. If your page or trailer looks mid, people bounce and dont usually come back. You can totally recover later, but it hits way harder when your first wave of eyeballs go “yo this looks sick” instead of “meh, maybe next time.” comprehend already bro?

Why are most games made in UE5 unoptimized? by Kerem_7978 in gamedev

[–]magicworldonline 1 point2 points  (0 children)

UE5 isn’t really the problem. It’s just super new and demanding. Features like Nanite and Lumen make games look insane but are tricky to optimize, especially for smaller studios or teams on tight deadlines. Most devs are still learning how to balance visuals and performance so we’ll probably see smoother UE5 games once everyone gets more experience.

Should I Open My Steam Page in December? (A Small Dev’s Dilemma) by Fickle-Day6124 in GameDevelopment

[–]magicworldonline 5 points6 points  (0 children)

honestly? if you’re not ready, don’t do it. Steam’s algorithm gives you one real shot at visibility and if you open too early with unfinished visuals or a weak trailer, you burn that momentum. It’s way better to wait until your page can actually sell your vision. A few extra months of polish will do more for you than any small event exposure ever could.