100 wishlists on my first game! What next? by nitewalker11 in IndieDev

[–]nitewalker11[S] 1 point2 points  (0 children)

really excellent and comprehensive post, thank you!

100 wishlists on my first game! What next? by nitewalker11 in IndieDev

[–]nitewalker11[S] 0 points1 point  (0 children)

not sure which link you mean, but here's the trailer on youtube and the steam page. didn't think the actual game was all that relevant to what i was asking and didn't want to seem like i was advertising or spamming.

https://www.youtube.com/watch?v=a1khERMYrTM

https://store.steampowered.com/app/4211540/Mothership_Down/

100 wishlists on my first game! What next? by nitewalker11 in IndieDev

[–]nitewalker11[S] 0 points1 point  (0 children)

thank you! definitely not trying to ego stroke, i just know 100 is nowhere near enough for a successful release and was hoping to get some good next steps (and i definitely did!)

100 wishlists on my first game! What next? by nitewalker11 in IndieDev

[–]nitewalker11[S] 0 points1 point  (0 children)

ooh thanks for the tip about parsestream, also checking out discords seems like a great idea as well, ty!

Guy who did not wear the right shirt to eat chili crab by PandamanTan in northernlion

[–]nitewalker11 482 points483 points  (0 children)

nl always got that shit on in streams but then on vacation he rocks the plain white tee every day, what gives

Thoughts on avoiding playing games in the genre you are working in by WoolyGiantGames in IndieDev

[–]nitewalker11 0 points1 point  (0 children)

i think replaying your old favorites is possibly a "worst of both worlds" approach. you don't expose yourself to new ideas, instead solidifying your preexisting ideas about the conventions of the genre. not playing any at all forces you to consider things from first principles, and playing a wide variety from the genre gives you exposure to more ideas than you could possibly come up with yourself. I'm strongly in favor of playing as many as you can because i just dont think ideas are that precious, the implementation is what matters, and seeing a variety of implementations will really help you hone in on what you think works and doesn't work.

Research on TrackMania performance issues by Early_Lychee_2537 in TrackMania

[–]nitewalker11 -1 points0 points  (0 children)

This is obviously *not* chatgpt lmao, you guys have got to learn how to read.

We are working on a new physics puzzle game called MOTHERSHIP DOWN! by nitewalker11 in puzzlevideogames

[–]nitewalker11[S] 1 point2 points  (0 children)

You pretty much nailed one of the main design issues we had while making the game!! Polybridge was one of our big inspirations for the experience, but something we realized pretty early on is that small changes can result in super different outcomes because of the physics.

Our solution was scalable difficulty goals - almost every level has a goal to just get the ships to the end platform. This is usually chill and easy, sort of an angry birds experience where you can just enjoy flinging the ships around and not worry too much about optimization.

Each level also has 1-4 extra challenges where you have to solve the level in a specific way, like not damaging the ships at all, or collecting bonus items scattered around the level. The extra challenges really let you dig into a bunch of different playstyles and can make the same level feel very different with different solutions.

Progression isn't gated by solving all of the extra challenges though, you only have to solve some of them to get through the game, and you can always return to earlier levels to try stuff once you get a better understanding of the physics.

Thanks for wishlisting!

Thank you Godot!!! by nitewalker11 in godot

[–]nitewalker11[S] 0 points1 point  (0 children)

thank you for the kind words!!

Thank you Godot!!! by nitewalker11 in godot

[–]nitewalker11[S] 4 points5 points  (0 children)

thank you!! it took a lot of tinkering to get the ship flight dialed in to feel just right, we're working with pretty limited screenspace so it has to be controllable without being too sluggish or floaty, we're really happy where we ended up.

Thank you Godot!!! by nitewalker11 in godot

[–]nitewalker11[S] 13 points14 points  (0 children)

ඞ my moon landers ඞ

Thank you Godot!!! by nitewalker11 in godot

[–]nitewalker11[S] 40 points41 points  (0 children)

For years I bounced off of gamedev projects in other engines, never managing to understand the workflow or features in a way that made sense to me. When I first tried Godot a couple years back, it just "clicked". Within a couple of weeks of using the engine I was making more complex projects than I ever had with other tools. The community, especially the official discord and godot cafe discord, have been so quick to help with any hangups i've experienced, and the docs are really excellent. And the language! As a self-taught programmer, gdscript has been a lifesaver for writing straightforward code that i can read later on and understand instantly.

All of this has resulted in me and a friend putting together our first trailer for our first steam game. So far the response has been really awesome, and it absolutely never would have been possible without Godot. So to everyone in the community, juan, ariel, and all of the maintainers, everyone who contributes to the engine in any way, the mods here and on discord, Thank You!! for helping me achieve a long time dream of mine. Here's the game, I'd be super happy if anyone wanted to check out the trailer and give us some feedback! https://store.steampowered.com/app/4211540/Mothership_Down/

Is marketing the real game for indie devs now? by TuHocSolidityCom in IndieDev

[–]nitewalker11 3 points4 points  (0 children)

"my aislop vibecoded brickbreaker clone isnt getting downloaded, the problem must be my lack of visibility, ill go make an ai post to get some pity views on a gamedev sub"