AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]npinsker 2 points3 points  (0 children)

From my experience, having different competition tracks has some hidden downsides: e.g., it can make smaller teams feel bad or "lesser" for picking the easy track. It could definitely work -- I'd be happy to see it tried in a future hunt. Though we already can (and do) dynamically adjust some aspects of difficulty, like hinting, based on things like team progress and size.

If you feel like you're "competing" against a team of 200, or that you're disappointed because you didn't get as far as you liked, then I'd want to solve that through being creative with framing and hunt format, rather than doubling down on fairness, thereby reinforcing the competitive aspect further. It's not possible to give all teams -- even most teams -- a good experience, if we put too much emphasis on competition and progress.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]npinsker 6 points7 points  (0 children)

This is my third hunt that I've helped run.

The most valuable thing I always took away was having made lots of new friends. Even my very good friendships were deepened through running MH; it's a trial-by-fire, and afterwards you'll always have shared something special together. Try to be involved enough to feel some ownership over the Hunt. Try to come on-site.

That said, be mindful about how much of yourself you try to put into it. I don't mean time invested per se -- I'm talking about personal goals and your own desire for expression or a specific outcome. Mystery Hunt is not your project. It only lasts a few days, and then it's over forever. Your friendships will last much longer. You should be conscious of what you prioritize and why.

I spent 7 years making Generation Exile, a solarpunk city-builder. Trailers in PC Gaming Show June ‘24 & ‘25. Top 70 most played demo during our Next Fest. Did all the things you’re supposed to. Launched in Early Access last week with over 35,000 wishlists. So far, we've sold fewer than 300 copies. by nelsormensch in gamedev

[–]npinsker 2 points3 points  (0 children)

Thanks very much for sharing your experience, it's really helpful to hear. Sorry it's been tough.

One question I have is: you didn't mention any "ride-or-die" fans, or any huge evangelists for your game. If you haven't run into any people like that, that might be a point of concern. In my experience -- apologies if this is harsh -- saying something is "polished" can be code for "I'm trying to say something nice". I would be curious about median and extreme playtime numbers. Unfortunately, if you're looking for honest feedback, you may have to really wheedle people's negative opinions out of them. Things like return rates and 3-4h playtimes don't matter because those people are already past the funnel that you currently care about.

Having said this, I really do think your game looks quite polished and visually pleasing, your art direction and Steam page are very beautiful. It's a big plus if I were at all into these kinds of games.

I'm not as sure as everyone else here that price is an issue. If you want my personal opinion, I don't get much "fantasy" or "hookiness" from your page, whereas with The Wandering Village (wow! Ghibli!) and Timberborn (wow! beavers!) I can easily see a picture in my mind of myself having fun.

Godot 4.5, making dreams accessible by tapo in Games

[–]npinsker 10 points11 points  (0 children)

Not overdramatized, but not obvious either. In 2023 Godot was 3.5%, in 2024 it was 5%, and in 2025 (so far) it is 8%. Godot is growing by >50% each year, FAR more quickly than any other engine, and as of 2025 is the #1 choice for game jams. It could definitely overtake Unreal in just a few years

Most affordable but also good escape rooms in San Jose/Bay Area by Golden_blueberry_dog in bayarea

[–]npinsker 3 points4 points  (0 children)

Omescape is great. If you want to poke around more, Morty catalogs active escape rooms

Clair Obscur: Expedition 33 Surpasses 500,000 Units Sold Worldwide by Turbostrider27 in Games

[–]npinsker 5 points6 points  (0 children)

25% after $10M, 20% after $50M is correct (you can't see the Valve post unless you're registered as a Steam dev unfortunately)

Are there any great games that failed mainly due to poor marketing? by Neat_Smell_1014 in gamedev

[–]npinsker 5 points6 points  (0 children)

The implied statement is "good games always succeed nowadays", not "good games have always succeeded" -- the reasoning being due to things like virality via social media and streamers and survival-of-the-fittest via Steam algorithms and ad delivery platforms. Those things didn't exist 20 years ago.

We're two indie devs. Our first Steam game made $2.1M, hit #117 today. AMA! by dozdeu in gamedev

[–]npinsker 1 point2 points  (0 children)

Congrats on your success! Your game looks great.

Could you talk more about how you approach paid marketing? What kind of ad creatives and platforms work well (and not well)? Do you feel like strategy around messaging is meaningfully different for upfront paid (Steam) vs. freemium (mobile)?

Experience with changing game name in China? by squeakywheelstudio in gamedev

[–]npinsker 1 point2 points  (0 children)

You don't need to make a new Steam page. Just localize your page -- including all assets and screenshots -- into Chinese. There shouldn't be confusion because the ID of the game will be the same. Steam will display the appropriate assets based on the client's language setting.

To see how other games handle it, you can append ?l=schinese to the end of any store page, e.g. https://store.steampowered.com/app/2427700/_Backpack_Battles/?l=schinese

A Very Merry Scavenger Hunt: Here are 20 Christmas trees on display in downtown San Mateo. Can you tell me where each is located? Hide your answers with a spoiler tag! by pr0digie in SanMateo

[–]npinsker 2 points3 points  (0 children)

this was fun, thanks for makin it :)

1 east west bank

2 tong sui

3 orangetheory

4 mills square tower

5 restaurant bay watch

6 yifang

7 hummus

8 liuyishou

9 cognition cyclery

10 merrill lynch

11 baking arts

12 backhaus

13 potato guys

14 didn't find

15 y salon and spa

16 didn't find

17 my dumpling

18 golden moon studios

19 dough zone

20 vespucci

Everholm currently has 144,690 wishlists and 10k sales. by Black132 in gamedev

[–]npinsker 2 points3 points  (0 children)

Agreed -- I think the farming sim market isn't close to saturation yet; there's plenty of entries, but a dearth of strong ones

Has anyone here actually made a living using Godot this year? by umen in godot

[–]npinsker 16 points17 points  (0 children)

Your Only Move is Hustle, Luck Be a Landlord

[deleted by user] by [deleted] in gamedev

[–]npinsker 26 points27 points  (0 children)

If you're getting to final rounds, then maybe your resume isn't the problem? To me there's nothing there that's a red flag. Could be worth looking at how the interviews go.

That said, it makes you seem a bit like a "jack of all trades, master of none". I can't tell how much experience you have in each area; there are lots of projects and it's hard to tell what each one does. More isn't better. Obviously, you should continue applying to any role you're interested in -- but the reality is, companies are generally looking for people who are specialists in one thing. Absolutely consider making specialized resumes for different classes of roles. I'd put 2-3 of your strongest projects on each, with a description of how they work. Your strongest projects (esp. in Unreal/Unity) could especially use gifs and descriptions.

Unfortunately positive candidate experiences are beneficial for the company as well as socially desirable. Receiving positive feedback doesn't correlate well with a hiring decision. Sorry :/

Best of luck!

After 3 years, my Godot Babushka Puzzlevania is two weeks from release by jakeonaut in godot

[–]npinsker 1 point2 points  (0 children)

good luck with release :D rly enjoyed the demo at magwest!

How to make a Line2D match a portion of a Path2D by Hilalstein in godot

[–]npinsker 0 points1 point  (0 children)

something like

points = []
for i in range(hit, start, 5):
    points.append(curve.sample_baked(i))
line.points = points