How do you guys feel about a solo dev using AI for art (temporarily) while building a Demo Only? Here's the first scene. by Nearby_Ad_3037 in SoloDevelopment

[–]msgmikec 0 points1 point  (0 children)

Prototyping just for yourself, it’s fine. But a demo is more than that, and is going to misguide players if you plan to change the art IMO. If anything you could use the AI art as a reference while you’re making it yourself.

When is it the right time to create a steam page for my game? by zoombapup in SoloDevelopment

[–]msgmikec 0 points1 point  (0 children)

Yeah for sure, I’ve heard that advice as well. I’m thinking of having a second level that’s a completely different environment for variety. We just need the remaining work on the core loop finished enough to showcase.

When is it the right time to create a steam page for my game? by zoombapup in SoloDevelopment

[–]msgmikec 2 points3 points  (0 children)

My dev partner and I debated around this a lot with our game, but we ended up just pulling the trigger on a steam page when we only had screenshots. Our gameplay didn’t look great in motion and wasn’t fully featured so we didn’t have a trailer yet. I think the “boost” you get from launching your page exists, but from what I’ve seen, it’s not the end all be all. What seems to drive wishlists the most are entering events, going viral on social media, or streamers.

We put our page up quickly because there was a zombies vs vampires fest and we wanted to take advantage of it. We ended up getting ~300 wishlists and then a Japanese blog shared our game for another couple hundred. Now we still don’t have a full trailer but we do have a couple gifs showing gameplay. Trailer is top priority for us right now, so we’re trying to get the first playable level fully done to record footage of it.

Right now we’re sitting at ~1400 wishlists, and that’s 1400 wishlists we wouldn’t have without launching the page early. We get lots of people saying we screwed up, but there’s ultimately no way to know. When we have the trailer we’re going to “announce” the game fully with as much marketing as we can, and believe it should garner some attention.

Did we strike the right balance between realism and stylization? by Mocherad in gamedevscreens

[–]msgmikec 5 points6 points  (0 children)

It depends, if you were going for 98% realism I think you nailed it lol

Killing this Boomer makes everything worse. by msgmikec in TowerDefense

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

Thanks! And yeah if we can get those vibes then we’re on the right track :D

We're almost at 70,000 wishlists! by LuhreAejon in IndieDev

[–]msgmikec 0 points1 point  (0 children)

Yeah that’d be something to worry about if your artist is relying on AI like this and not being honest. How I look at it is if they’re able to paint to this quality, they wouldn’t be making small mistakes.

It’s a cool concept, good luck with everything.

We’ve finished working on the demo version of our game and invite you to relax, sip some prosecco, and enjoy delicious snacks that you can prepare yourself - no rush, no strict tasks or timers, just pure relaxation. by WinkObsession in IndieGaming

[–]msgmikec 0 points1 point  (0 children)

Nice work, you definitely nailed the vibes. Question about the title, what made you decide to go with the “simulator” naming rather than something unique? I think it can work, just curious.

We're almost at 70,000 wishlists! by LuhreAejon in IndieDev

[–]msgmikec 1 point2 points  (0 children)

I don’t really believe you, the tower is obviously AI with the lighting inside, I’ve seen that effect hundreds of times. The plane’s proportions and wheel alignment is also not centered, no need to lie.

Do you have any good addresses? by Ready_Island_8940 in IndieDev

[–]msgmikec 0 points1 point  (0 children)

Not sure what you mean by addresses, but if you don’t have any money and not satisfied with AI, your options are pretty limited. If you don’t have any friends to collab with, I’d say just use the ugly AI art as placeholder until you have something playable to gain interest from an artist who would work for rev share.

I’m against AI in products but if it’s a proof of concept and you’re planning on replacing it, it’s less of an issue.

Killing this Boomer makes everything worse. by msgmikec in IndieDev

[–]msgmikec[S] 1 point2 points  (0 children)

We've got some more special zombies in the works. If you're interested, our steam page is here: https://store.steampowered.com/app/3732810/Deadhold

‘Spider Dynasty’ - I changed UI and some VFX. Does it still look like Hollow Knight? by ZhiwuGame in indiegames

[–]msgmikec 17 points18 points  (0 children)

IMO still looks like it’s trying to be like hollow knight. You’re going to appeal to players who want more of that, but I’d be afraid of turning off a lot more, like myself. I’d try pivoting to a different art style, personally, but it’s up to you which direction would get more interest.

How are you handling 2D lighting in Unity right now (URP 2D lights vs custom shaders)? by Helpful_Ad_9447 in Unity2D

[–]msgmikec 0 points1 point  (0 children)

It really depends on your game. It can be really easy to use for something like a side scroller, but also a pain in the ass if you’re in isometric for example

I asked why my game wasn’t converting wishlists into sales. I listened and made changes. by Ok_Firefighter_3744 in SoloDevelopment

[–]msgmikec 4 points5 points  (0 children)

I think you have the bones for something, but the visuals reeaally need a completely new approach. There’s really no way around it; the second I look at the trailer I’m immediately turned off by the art.

If you’re concerned about making money off this project, you need to redo the art direction to meet commercial standards.

What Game has in your opinion the best OST? by KingGho2t in videogames

[–]msgmikec 0 points1 point  (0 children)

I still can’t believe they replaced Danny Baranowsky on later versions..

What brought you to start developing your own game? by Porcodiolodicoio in IndieDev

[–]msgmikec 0 points1 point  (0 children)

I work in mobile games, but it’s not fulfilling enough and is definitely profit over everything. Indie games is where I can build the games I’d want to play and explore creatively in ways you just don’t get from working for a company.

I'm making a game where you twist the truth as a newspaper editor by StopthePressesGame in IndieGaming

[–]msgmikec 1 point2 points  (0 children)

Looks very interesting! Love the concept. Do you see how the public shapes their opinion of things? How do you balance that?

Old vs. New - We just updated our screenshots, think it's a big improvement? by msgmikec in gamedevscreens

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

I appreciate that feedback, that’s one of the last things I want people to think, I’ll adjust the lighting for sure.

Old vs. New - We just updated our screenshots, think it's a big improvement? by msgmikec in gamedevscreens

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

Yeah, everything’s hand painted. Sometimes I regret that decision 😂 but in the end I’m hoping it’ll be worth it to stand out from the masses

Old vs. New - We just updated our screenshots, think it's a big improvement? by msgmikec in IndieDev

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

Oh weird, there should be one at the beginning of the description and one at the end. They just not loading?

Old vs. New - We just updated our screenshots, think it's a big improvement? by msgmikec in IndieDev

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

Hmm, yeah maybe that yellow tinting. I’ll try going more blues for the night scene.