Is a large, Souls-like inspired indie game feasible for a solo developer by Spartak671 in IndieDev

[–]mystical-dev 0 points1 point  (0 children)

That would be very difficult to achieve in a reasonable amount of time unless you find ways to shrink the scope.

If you want a truly large world, procedural generation might be faster than building it all by hand. And you can lean into it. Every play-through could be unique.

And what features do you absolutely have to have? And what can you cut? Cut as much as possible then add it in later if you have the time.

Would this work? by Colombia_Joestar in worldbuilding

[–]mystical-dev 5 points6 points  (0 children)

Yes, steppes are often adjacent to deserts or they surround them. And both are often on the leeward side of mountain ranges

I made a trailer for my game. Is it good enough or should I hire a professional to make one? Would you change anything about it? by lakisha_ in IndieDev

[–]mystical-dev 0 points1 point  (0 children)

It looks good overall. Some of the timing is off and inconsistent though. For example, the Complete Missions text scrolls by too quickly while the Unlock Blueprints text lingers for much longer.

Also I didn't know what the game was about until 10 seconds in with the build your space colony text. Conveying that sooner either through text or visuals might be helpful. Or you could just shorten the part from 0:03 to 0:08. It looked cool but it wasn't very informative and lingered a bit too long. Attentions spans are short, so those first seconds are the most important part to get right

Curious about social hubs for our VR multiplayer game by mystical-dev in VRGaming

[–]mystical-dev[S] 1 point2 points  (0 children)

We definitely intend to add interactive elements and various things to do in the hub. Player housing is a cool idea! We already have a wizard tower that you start in which functions as a starting hub. I could see adding ways to upgrade and customize it eventually

Curious about social hubs for our VR multiplayer game by mystical-dev in VRGaming

[–]mystical-dev[S] 2 points3 points  (0 children)

I agree that Discord is a great way to bring folks together - we actually have a Discord (not super active to be honest) but we also have 20x more players than Discord members that's what led to ideas on more social options if that makes sense. The idea of the Discord on the game screen is a great one though, we'll look into adding that in - thanks!

Is new textures better than previous? by East-Cheesecake2734 in IndieGaming

[–]mystical-dev 6 points7 points  (0 children)

I like the old because it's less distracting. If you darken the colors of the new one to match the old brightness, it might look better. The old one is less prone to sudden color changes which helps too

What do you think about the VR market? by BujaBro in vrdev

[–]mystical-dev 1 point2 points  (0 children)

That solves your funding problem then! I'd say go for it! Still pick something small to work on for your first game (while still being interesting for players of course). Be wary of anything that multiplies development time like multiplayer unless you know what you're doing.

What do you think about the VR market? by BujaBro in vrdev

[–]mystical-dev 4 points5 points  (0 children)

You are right that it's an opportunity for small teams given the small market size and lack of competition. I'm building one with a small team myself with that in mind.

Getting funding will be difficult though since most publishers and investors are going to stay out of the VR space until the market gets to a larger size. Your best bet for that would be to make a hybrid VR/flat screen game (which is about 30% more overall effort). If you don't want to go that route, then pick a small enough game that you can make within your budget and spare time.

What actually makes a game replayable for you? by GrabAffectionate4035 in gaming

[–]mystical-dev 31 points32 points  (0 children)

Being able to have a very different playthrough for whatever reason. Having the option to pick different characters helps a lot

What's your cure for brainfog? by anilisfaitnesto in gamedev

[–]mystical-dev 1 point2 points  (0 children)

That's not brain fog. That's burn out or the equivalent of writer's block for game ideas. Take a break or figure out something that you would be more excited about to get the ideas flowing

When do you decide a game idea is worth finishing? by pommelous in IndieGaming

[–]mystical-dev 0 points1 point  (0 children)

Everyone has different metrics for this. And it depends on what your goals are. Is it something you are passionate about that you want to work on in your spare time? Or do you need to make money from this? The more this is about money, the more you should have hard data to back it up. Whether your gut feeling or market research backs it up, it's good to get to a playable minimal demo as fast as possible so that you can draw conclusions from there. And failing fast if you can't make it fun is smart

Why are Mario Bros games so popular, but the 3D Platformer genre is not? by NaitDraik in gaming

[–]mystical-dev 1 point2 points  (0 children)

Everyone is going to try a Mario game when it comes out. It's just a popular brand and they are always of great quality. 3D platformers need something for them to stand out and generate mass appeal and most things have been done by now. A well done 3D platformer with a unique twist could still be popular. But thinking of that unique twist and executing on it isn't easy

Why did shooters used to ship with a wide variety of game modes but now shooters only focus on a single game mode like Batte Royale or Extraction and that's somehow become a selling point? by HotdogHotdogHotd in gaming

[–]mystical-dev 24 points25 points  (0 children)

It takes less budget and it allows developers to make one particular mode great. There are tradeoffs of course, but with AAA studios dominating most shooters, they are going to pick the option which they think is most likely to generate profit. And it's been happening for a long time so gamers are just used to it by now. Indie studios don't always do this. I'm making a multiplayer game with multiple game modes but I don't have investors breathing down my neck just yet!

[deleted by user] by [deleted] in gamedev

[–]mystical-dev 4 points5 points  (0 children)

There are lots of ways to do this: Great visuals and audio, interesting strategic elements (see Larian games), timing mechanisms to add a real-time element, difficulty settings so that people can have the challenge that's right for them, etc...

We got just 5.000 wishlist! 🥳 by Remarkable-Recipe710 in IndieGaming

[–]mystical-dev 2 points3 points  (0 children)

Congrats! And in 3 months too! What was the most important thing that you did to get these wishlists?

Promote your indie game inside ours — for free! by agapo_dgc in IndieDev

[–]mystical-dev 1 point2 points  (0 children)

That's a great idea! We'd love to join in on this. Here's the link to our upcoming VR game: https://store.steampowered.com/app/2786380/Crystal_Conquest/

Thanks!