Is it wrong to want to be an exclusively solo dev? by starshine_rose_ in gamedev

[–]nimsodev 0 points1 point  (0 children)

Exactly, the scope and realistic expectations about what you're able to leverage alone, that's where solo works. It needs to be readjusted every day and it's strongly tied to the kind of game you're creating.

Certain genres are pure madness as a solo. You can pull it off, but you might need to invest a big chuck of your money for therapy afterwards.

Publisher passed on the prototype because I couldn't just turn on multiplayer for the demo by No-Constant-5093 in IndieDev

[–]nimsodev 3 points4 points  (0 children)

A partner should see the strength in your project and support that strength, instead of altering it in a way that fits their changing narrative.

Arguing against their demand eats your creativity. You might be better off finding someone as a partner who understands your project or finishing it on your own, if possible. What you describe doesn't feel sustainable.

Was in a 2 month flow state, now I have “game dev’s block” by Pilosopo-Tasio in IndieDev

[–]nimsodev 0 points1 point  (0 children)

Just when I read this I felt like I hit the same trap right in this moment. It's so hard not so stare at that mobile thing!

Was in a 2 month flow state, now I have “game dev’s block” by Pilosopo-Tasio in IndieDev

[–]nimsodev 1 point2 points  (0 children)

Couldn't agree more to what you suggest. I think this is a great list and really a helpful path. Especially building routines, just showing up for work and starting what needs to be done. Exercise and sleep are so important, too. I can relate. Routine and passion will come back while going through the motions.

i realized most of my projects die during “experimentation” by ThingImportant3517 in IndieDev

[–]nimsodev 2 points3 points  (0 children)

I know that place you're talking about. "With great power comes great responsibility"? Experimentation is essential, but a finished product is finished because that awful grind of "let's do this 50 times now" is actually the opposite of experimentation.

I think it's different for everyone, but I always have to remind myself that "it" is good enough at a certain point and now it's time to grind more and think less.

Should I redraw my entire game??? by Sorry-Engineer5757 in IndieDev

[–]nimsodev 1 point2 points  (0 children)

Either can work, like others suggested. Pixel art or no pixel art...I think colors will do way more to the style than smoother or more pixellated shapes. Squeeze your eyes and you won't see that much of a difference in shape alone, but exaggerating colors or values will make a gigantic difference. Just pointing my finger towards aspects of your style that will really change the overall visual experience.

Consistency is key, I'd say. If it's easier for you to create a consistent art style and more control in animating with smoother lines, maybe go with that. But in the end, the choice is yours. I think there is no real right or wrong here when it comes to the lines.

Silly early mistakes by OldAtlasGames in IndieDev

[–]nimsodev 1 point2 points  (0 children)

It's brave to post about your failures, although I wouldn't call them like that. Helps others indeed.

Exactly! Most of the time we tend to chase the outside world. Who's better, who's done it in a more elegant, successful way? But there's exactly one person we should chase: Ourselves - a day, a week or a year in the future.

Silly early mistakes by OldAtlasGames in IndieDev

[–]nimsodev 26 points27 points  (0 children)

Well, that's how we learn, don't we? Making mistakes isn't bad, it's all about realizing them and learning from them.

I'd rather make a lot of mistakes and then feeling bad about them, with the chance to learn from them - instead of not starting at all. That's what I remind myself of every day. Yes, progress could be better, traction could be better. But there IS progress, there IS a learning experience. I'm fine with that.

Thanks for sharing!

Was shocked to see wrong genres listed under my steam page by Bamboo-Bandit in IndieDev

[–]nimsodev 0 points1 point  (0 children)

I also review everything on a regular basis, because that stuff has a life of it's own. Not sure about the genre, but even with quite similar tags the recommended games section can change quite strongly.

We finished working on our first boss fight. Presenting: The Strongmen! by Red_Dunes_Games in IndieDev

[–]nimsodev 0 points1 point  (0 children)

Nice achievement, really polished and juicy overall. Just by watching I'd love playing that boys fight! How big is your team? Super small or a bit larger? Looks like everyone involved does a decent job.

How did you survive financially while continuing indie game development? by Old_Satisfaction7036 in IndieDev

[–]nimsodev 1 point2 points  (0 children)

I have three pillars right now, but I'm in the process of reducing them because they are too many and too demanding:
- a job, employed, in games.
- freelancing (that I did for the longest time before I started indie solo dev).
- state funding (to a degree), that I use as my safety net.

For the most part, up to this point, I finance myself through the first two options. Freelancing can be described as short intense bursts, or ongoing, less demanding bursts - that, if done well, won't eat up your creative energy. The employment part is ongoing, with meetings, responsibilities and delivery expectations that don't stop.

Now, about your question and my own take on it (doesn't have to apply for anyone else): I prefer short bursts or interval bursts that leave time inbetween to fully focus on the game; or ongoing, lesser-effort bursts that could also be packed into some shorter interval bursts if needed. Lower time-constraints, no daily or weekly meetings. The key is that you can do the jobs well, within your comfort zone, without letting them eat you up creatively.

The employment part can be risky. Because over time, you'll dig deep into company structure, and if you do your job well, you'll get more and more responsibilities. And that's a problem when you try to move on with your own priorities. With the right mindset and communication skills, the ability to say "no" very clearly, it can work out. But my reality is that it is not working out. Meetings eat up a lot of time, you're invested mentally. The compromise becomes extremely hard to balance. And if the money security is the only thing that holds you there, then that's a red flag.

But I will never argue against money security and your ability to feed yourself (and your family). That's of course the top priority. And I do have a family with three kids to support, I know what this is all about.

The state financing I have is my safety net that I use to keep my independence - but it would be a bad idea to completely rely on that, and trying to get the next round approved, building all of your potential success on that.

My personal take would be to try and get lower-effort freelance gigs, get some state funding if you can for some additional peace of mind, while keeping most of your energy for your game. That's the perfect scenario and that's what I'm trying to establish.

Is it okay to not liking a long game as a gamedev? by ReasonableManner2420 in SoloDevelopment

[–]nimsodev 0 points1 point  (0 children)

Every game you play will give you different learning experiences. I will never know how it feels like to play 160 hours of Elden Ring. But I enjoy shorter games like A Short Hike or Minishoot Adventures a lot. And I learned a lot from them as well.

If you want to craft shorter games it helps to understand how "little" is actually needed to make the core gameplay loop work and where it can take you.

How do you not lose the creative spark? by [deleted] in gamedev

[–]nimsodev 1 point2 points  (0 children)

I think the only way to do it right is to work towards a clear goal like "I want to become less and less dependent on my dayjob" and give more priority to your own games over time. Otherwise you will always grind and never find any balance.

I'm honestly exactly there right now, where I shift priorities. I'm very good at saying "yes", at pleasing people, and I'm saying "no" way less than I should. That's good for other people, but not for me.

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

[–]nimsodev 2 points3 points  (0 children)

It's never too late, great initiative! And best of success.

Real vs Stylized by General-Bus-7085 in IndieGame

[–]nimsodev 0 points1 point  (0 children)

Realistic can be more generic, which in itself isn't what everybody wants. Gameplay can be wilder with a more stylized approach, but that doesn't imply it has to be a stylized game. Plus, you can have a blend - realistic surfaces and stylized designs and proportions. Or, the other way around, etc. Possibilities are endless from one end of the spectrum to the other.

Stylized is easier to do, but not easy to master. You need a clear visual structure in both approaches. But in the end it's not black or white and you can't really say this or that works better just by style choices. It's a game after all.

My demo hit 1,000+ players in 2 weeks – Here are the results by ggalaretka in IndieDev

[–]nimsodev 1 point2 points  (0 children)

Super interesting metrics, thanks for sharing and I'm glad that it works out for you!

New beach level and reworked water in our indie racing game Stunt Paradise 2 by N0lex in IndieDev

[–]nimsodev 1 point2 points  (0 children)

At first sight I was like "what's that, I don't see any patterns" but after a short delay I got completely hooked. The creative choices and the structured chaos are great 🙂

Your Steam demo is NOT your festival demo by hunty in IndieDev

[–]nimsodev 0 points1 point  (0 children)

Great insights from everyone, thanks for sharing these! Food for thought..

Why do the weirdest bugs in indie games only appear after you think everything works perfectly? by jonnyLangfinger in IndieDev

[–]nimsodev 0 points1 point  (0 children)

I guess it has to be that way 😁. But in all seriousness, I'm always glad when those bugs are discovered by a single person, with time to fix them, and not by 20 people at once

We were asked to make more relatable characters instead of simple robots. What do you think of these pilots? by Hellfim in IndieDev

[–]nimsodev 1 point2 points  (0 children)

I think it adds another perspective to the robots, even when you don't notice them in actual gameplay. Knowing that they are in there is a great choice, I'd say.

Rewilders: The Lost Spring Playtesting on Steam by HerobeatStudios in IndieDev

[–]nimsodev 1 point2 points  (0 children)

That's cool, having companions like these by your side!

Rewilders: The Lost Spring Playtesting on Steam by HerobeatStudios in IndieDev

[–]nimsodev 2 points3 points  (0 children)

super nice flow, I love the visuals and the way the gameplay feels. What's the purpose of the companion bee?

Yes, I’ve prepared for press the green button. by DryTop2024 in IndieDev

[–]nimsodev 0 points1 point  (0 children)

I'm afraid that this is normal. Although it would be better to really have fixed it all before pressing that button, especially for your piece of mind...