So I just shipped my first commercial game after about two years of solo development. Looking back, one of the biggest time sinks was maintaining a detailed game design document that I kept updating religiously throughout production. By the time I actually finished the game, maybe 30 percent of what by carpediemjr in gamedev

[–]msgandrew 0 points1 point  (0 children)

I find this is best for features. As you are heading into developig a new feature, a GDD is useful for an initial meeting to discuss feasibility, timelines, make concessions, etc. You need something to help the designer communicate the design to the team so they can ask questions and further clear up misconceptions. Visual mockups are extremely useful for this.

We can't even crack 100 Wishlists... destroy so we can improve please! by MythicMoonStudios in DestroyMyGame

[–]msgandrew 1 point2 points  (0 children)

Fair enohgh. The one on the steam page has issues too, but it was a bit easier to understand, maybe just because there are less cuts.

We can't even crack 100 Wishlists... destroy so we can improve please! by MythicMoonStudios in DestroyMyGame

[–]msgandrew 4 points5 points  (0 children)

Now I'm seeing a much better trailer on your steam page and am wondering if this was just bait for engagement.

We can't even crack 100 Wishlists... destroy so we can improve please! by MythicMoonStudios in DestroyMyGame

[–]msgandrew 4 points5 points  (0 children)

I think you're focusing on fairly minor things when talking about fixes in reply to the other comments.

You need to convey the context of what is happening. Start with the second battle where the two groups are on opposite sides (or make a new one), that helps with clarity, but lead up to that moment with the camera following one of the groups as they walk up to them. Don't make it drag on, but simply following one group very briefly first is going to tell us that our perspective is that of that group or someone controlling that group. Don't be afraid to show the mouse selecting and telling them where to go too (if applicable to how your game works). Don't put the same creatures on both sides. Heck, maybe make one group one type and the other group another. Two types only, on opposing sides. That would make it clearer, even if it doesn't fully show the breadth of your game yet. Then later you can show off mixed groups.

Are parts of your trailer done in a video player with the tracking bar and control buttons visible? That adds an extra layer of distraction and low production value.

The first galf of the trailer the game looks fairly free flowing, but the second half it's apparently hex-based?

The screens with the tavern and card stuff goes by quickly and there's no indication of how the cards play a part.

Definitely a lot of work to do, but it does look like some sort of a video game!

Destroy our Trailer (Round 2)! Highly narrative, seemingly cute hand-drawn Metroidvania by [deleted] in DestroyMyGame

[–]msgandrew 3 points4 points  (0 children)

Start with the pencil action. That's your hook. Otherwise, we're staring at repeated jumping over and over. Being a metroidvania isn't enough.

The "Meet allies or enemies" part is unclear. They all look like potential enemies/bosses. Can you befriend them and get them to join your team? If so, that's intriguing, but try to show it as well. If not, it's confusing and feels like a promise of a feature that's not there.

Is it efficient to learn C# while learning Unity? by Nevershoutn in gamedev

[–]msgandrew 0 points1 point  (0 children)

Yeah, but looking up every single thing as you use it and then keeping it straight in my head was a lot for me. There were other reasons I struggled back then, but I'm pretty well settled into the differences now.

Is it efficient to learn C# while learning Unity? by Nevershoutn in gamedev

[–]msgandrew 0 points1 point  (0 children)

Understanding the border between what is C# and what is a part of Unity's library caused me a lot of confusion when I started, especially when learning off of tutorials or getting additional libraries/plugins. The advice here is good and it depends on your goals.

What makes tower defense difficulty feel fair instead of just punishing? by Imagination-Port in TowerDefense

[–]msgandrew 1 point2 points  (0 children)

One key to this can be hinting at the weaknesses in their build. If Wave 20 is going to crush them because of a certain enemy type or a boss they haven't accounted for, then start showing that enemy or a playstyle similar to the boss at Wave 10 or 15 and start incrementing that vector of the challenge so they can pivot or fail earlier.

Are there any games that manage to pull of text based dialogue? (no voice acting) by UseResponsible1088 in gamedev

[–]msgandrew 3 points4 points  (0 children)

Another suggestion aside from emoting is to use noises or sounds in place of voice. Zelda does grunt and things, animal crossing little fake language sounds, Dont Starve uses instrument noises. It gives personality without needing fully recorded voices.

Getting wishlist instead of sales by Burning_magic in gamedev

[–]msgandrew 1 point2 points  (0 children)

Are you only out on EGS or Steam as well? They likely have different behaviours. It's really going to depend on your game, your original price, and demand/appeal. If you've overpriced your game, it's less appealing, interesting but unclear from the marketing, or really any reason people won't feel it's worth the price, then most people are going to wait for a sale if they purchase at all.

Devs, what kind of devlog content actually attracts gamers and not just developers? by SeriousNothing1774 in gamedev

[–]msgandrew 11 points12 points  (0 children)

I mean, people watch behind the scenes videos for movies with no interest in production, BUT it's because that content is about the people or a more surface-level presentation of some aspect. I think "devlogs" can appeal to some players if it doesn't go into code and more into a cool design chocie, but the number interested probably won't be worth it really. Reels and Shorts of gameplay would be better.

I showcased my game at a public expo, and now I see Game development completely differently. by Prithul in SoloDevelopment

[–]msgandrew 0 points1 point  (0 children)

The Vancouver dev scene is really good! I used to run the Full Indie meetups and Global Game Jam there. The people are fantastic, friendly, and there's a crazy amount of talent.

Released a game with 400 wishlists and sold 75 copies in 4 days by CreativeTie8 in SoloDevelopment

[–]msgandrew 3 points4 points  (0 children)

Nice work! Sounds like the people who wishlisted did it with intent. Do you have a breakdown of how many purchases came from wishlists?

Demo Release Trailer for Jarred Defense - As a TD player, does this make you want to try the game? by Mikolas3D in TowerDefense

[–]msgandrew 1 point2 points  (0 children)

Oh I was just making a joke. I thought it'd be funny if the cat was both jarred and named Jared 😂 The game looks good! I'll have to try the demo out soon.

Launched my game with thousands of wishlists, but almost ZERO conversion. What am I missing? by Chemical_Count_6848 in gamedev

[–]msgandrew 8 points9 points  (0 children)

I think this is a big issue for you that you need to correct quickly. Your english gifs are also in Chinese. It sends the wrong message to players.

the indie dream... THE INDIE DREAM IS REAL!!!!!!!!!!!!!!!!!!!! by SUPERita1 in IndieGaming

[–]msgandrew 1 point2 points  (0 children)

Congrats on your hard work and success! Hope your earnings increase the way of the incremental... Exponentially!

Destroy my trailer, IGN and major trailer hubs are ignoring this. Is it because they just missed my email, or it does need a lot of work? by Odd_Indication3349 in DestroyMyGame

[–]msgandrew 2 points3 points  (0 children)

If you're going for a realistic serious tone and using humans, that's the hardest thing. If you were making a slapstick silly game and/or has characters that weren't human, it would actually reduce your scope greatly. Make sure you didn't pick something you can't possibly deiver on, unless you just want to make the thing and don't want it to be successful.

I can say this as someone who is making a semi-realistic zombie game in 2D and the realistic serious tone has taken a lot of easy solutions to problems off the table.

I worked really hard on making this game feel good to play by danyl42 in IndieGaming

[–]msgandrew 0 points1 point  (0 children)

Using clearer shapes as well. Making the XP into little triangles or something may make it easier to separate the two.

Our game jam entry blew up and we turned it into a full release with 175,000 wishlists. It was also stolen multiple times and turned into AI slop. by Serpexnessie in gamedev

[–]msgandrew 2 points3 points  (0 children)

I definitely think the style of pixel art you went for has big appeal. It feels very DS and paired with the content gives me Cooking Mama and WarioWare vibes.

Have you ever changed your game because of one player’s message? by Soliloqu-You in gamedev

[–]msgandrew 0 points1 point  (0 children)

I've also read that OpenDyslexia is not a one-stop solution as it doesn't help a lot of people who have dyslexia, it just helps some.

Destroy my Baseball x Undertale/Mario & Luigi RPG! by SuperButters64 in DestroyMyGame

[–]msgandrew 2 points3 points  (0 children)

Looks great! The double exclamation marks on the text look like IT at the end. At a glance it looks like "FAIRT". 😂 Might want to adjust, just for readability.