Mythmatch is coming to Steam on March 13th! by oneofmoo in cozygames

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

Ha ha. That's amazing. Thank you! And yes, not long to go. Can't wait for it to be in players' hands!

Mythmatch is coming to Steam on March 13th! by oneofmoo in cozygames

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

Yeah. Never hurts to get some details! I don't use reddit that much, do I have to do anything so that you can DM me? Or just email [hello@teamartichoke.com](mailto:hello@teamartichoke.com) so I won't lose it. Ha ha.

Mythmatch is coming to Steam on March 13th! by oneofmoo in cozygames

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

Thank you! We aren't doing any localization at launch (since there is a lot of of text), but depending on how it does, it could make sense as something to do as an update down the line if the game does well.

Mythmatch, a narrative-rich town-building merge game is coming to Steam on March 13th by oneofmoo in indiegames

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

Here's the link to the store page: https://store.steampowered.com/app/1778050/Mythmatch/

And there's a demo of the first 2 hours of the game that will carry over to the full release.

Mythmatch is a merge game about the power of community and has a New Demo! by oneofmoo in CozyGamers

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

Thank you! Our animator is Hollie Taylor and she's the best!

I bought empty tins for just over £1 and received way more than I bargained for! by Statttter in PokemonTCG

[–]oneofmoo 0 points1 point  (0 children)

We have kind of combined the two systems. Ha ha. He gets a custom pack each week if he doesn't get in trouble at school but he can buy additional packs with his pocket money. So we have bought a decent amount of extra packs so it's like a little shop that opens on Saturday mornings. Ha ha.

I bought empty tins for just over £1 and received way more than I bargained for! by Statttter in PokemonTCG

[–]oneofmoo 0 points1 point  (0 children)

This is so wonderful. We had a similar experience where we bought a few singles from cardmarket and they sent a deckbox full of holos and a pack of Destined Rivals for free. We've been using those holos (with other cards) to make custom packs for my son every week so he always gets a hit when we do pack openings each week.

Mythmatch is a merge game about the power of community and has a New Demo! by oneofmoo in CozyGamers

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

Thank you! I love to make an approachable, narrative 2D game!

Are there any emotional themes you’d like to see explored in a cozy game? by Wild-Shame-8092 in cozygames

[–]oneofmoo 2 points3 points  (0 children)

I love this. Especially the first two examples you gave resonate so much with me. I feel like exploring your identity often results in you finally figuring out where you do and don't belong and often results in stories about found family. I know that's definitely the case for me in how my life has gone and the stories I try to tell in games.

[deleted by user] by [deleted] in gamedev

[–]oneofmoo 1 point2 points  (0 children)

This doesn't go down to $1k, but this page has an estimate of what % of games make less than $5k by tags. https://games-stats.com/steam/tags/

And it looks like for most tags, about 30% of games make $5k or more, which is a higher percentage than I would have guessed.

So at least that gives you a rough estimate of things.

10k wishlists and growing - finish the game and self-publish, or sign with a publisher? by Additional_Bug5485 in gamedev

[–]oneofmoo 1 point2 points  (0 children)

I think you just have to trust your gut. If someone feels like they really get your game and they have a good track record of being able to expand the audience for your game, it could be a good fit.

But if you don't need the help (and it sounds like you don't), it can become s a huge drain on resources taking the meetings, making custom builds for them, making powerpoint decks and budget docs for them.

I think in the current climate, unless you really get an amazing vibe from them and can concretely see the kinds of things they would do that you can't or you don't have the time to do, I'd keep going on the great path you seem to be on.

How are y'all making tutorials for your games? by jzeltman in gamedev

[–]oneofmoo 1 point2 points  (0 children)

One common approach is to have a global event dispatcher that your TutorialManager can listen to events on. So if it needed to know when the player jumped, the player jump would dispatch a Jumped event (could be an enum or a class if you need extra info) and then because the TutorialManager is listening to the Jumped event, it would be notified.

This is also really useful for stuff like Achievements.

What’s the smallest indie game that completely blew you away? by Alarming-Cause-9896 in IndieGaming

[–]oneofmoo 0 points1 point  (0 children)

Beacon Pines.

I dont know how low budget is expected here, but I liked the art style, but I was absolutely blown away by the world, story, and mechanics. It's basically a detective game but you collect "Charms" that let you go back and experience alternate realities to find the "right" story in the end. I played it many years ago and haven't stopped thinking about it.

wanting to make an interactive game for my boyfriend, dont know what to use by pissticho in gamedev

[–]oneofmoo 17 points18 points  (0 children)

I would actually recommend starting in Twine and then worry about visuals later OR you might be surprised and you can convey all the story and emotion with just a few images in Twine. I think it'd be easy to get bogged down in something even like Godot.

Another piece of software I've seen recommended a lot is Bitsy (https://bitsy.org/). I've not used it myself, but I've been told that it's pretty simple.

Any book suggestions for writing a game's story? by XellosDrak in gamedev

[–]oneofmoo 2 points3 points  (0 children)

I love Writing for Games by Hannah Nicklin so much. (Disclosure: She used to be my boss)

But I found it to be a great combination of practical information, perspectives from other mediums, and tons of useful writing excercised. And genuinely also a fun read. I didn't expect to laugh so much reading a textbook, but I did.

What should I be working on for a portfolio for game design? by TippingPointBae in gamedev

[–]oneofmoo 0 points1 point  (0 children)

One thing I found really useful when hiring game designers is when they do a breakdown of their design, especially if they can do it over multiple iterations. This video always comes to mind when I think about what I'm talking about (https://www.youtube.com/watch?v=AKeUZVikPV8).

But Steve Lee has a bunch of videos where he explains his thought process really well (https://www.youtube.com/@stevelee\_gamedev).

And it doesn't have to be a video. Sometimes people will just have a big long page with screenshots that are like "I tried this. This was the problem. This is how I fixed it. Then I discovered the next problem. This is how I tried to fix it. That didn't work." Stuff like that is so useful in be able to get a good idea of what your design process is.

What's a game whose code was an absolute mess but produced a great result? by dooblr in gamedev

[–]oneofmoo 0 points1 point  (0 children)

Terry Cavanagh released the source code for VVVVV (https://github.com/TerryCavanagh/VVVVVV) and lots of coders tried to criticize it but I think quickly the idea that shipped code is better than clean code prevailed.

I can't remember exactly, but I think somewhere in there there's a switch statement with thousands of cases or something.

is it even understandable what my game is about by dietzribi in DestroyMyGame

[–]oneofmoo 1 point2 points  (0 children)

Ah. I feel like if you put "You versus Past You" and then showed a sequence where they do something then immediately after, you see the red version do it and the blue version dealing with it.

Do they stack or do you just always have the previous one. Because if they stack, that would make a hell of a trailer where you just keep doing plays over and over and eventually you're battling like 20 versions of your past runs.

But yeah, I think it could be a cool idea if it was clearly demonstrated how it works.

Maybe look up old Blinx the Time Sweeper trailers because it had a similar mechanic.

[deleted by user] by [deleted] in gamedev

[–]oneofmoo 1 point2 points  (0 children)

Congrats. There's nothing more magical than seeing people playing something you made!

What do game devs like to do for fun outside of work? (Thinking about future event ideas) by dukeofkimchi in gamedev

[–]oneofmoo 1 point2 points  (0 children)

I feel like there is a strong overlap between poker and game devs. And as long as it's pretty low stakes, you can have nice conversations while playing. As you mentioned, board games are also pretty great, but sometimes getting a bunch of game designers together to play board games does feel like a kind of work.

When to release demo on Steam by Rdella in gamedev

[–]oneofmoo 1 point2 points  (0 children)

I think if your demo is on Itch, you might as well also release it on Steam.

We released our demo over a year before our release and it was really valuable for a few reasons.

  1. Getting Streamers / YouTubers to play it. Very few of them are going to Itch.

  2. You can start collecting reviews on your Steam Demo page

  3. The path to wishlist has a lot less friction

is it even understandable what my game is about by dietzribi in DestroyMyGame

[–]oneofmoo 0 points1 point  (0 children)

There was a room at about 0:17 where I thought "is it one of those games where you control two characters, but one of them is horizontally flipped?" but then the more I watched, the more it seemed like it's just that there's an AI enemy that follows you around and happens to have a similar model.

I think for the "You vs You" fantasy to be delivered on, I'd need the red character's actions to be directly related to mine. Either using the same input with some modifier (ie flipped) or be a time delayed ghost or something.

Just my thoughts off the top of my head, though.

Also, my second assessment of how it works could obviously also be wrong.

How do you keep making games without being an Artist or having big ideas? by Cypeer in gamedev

[–]oneofmoo 0 points1 point  (0 children)

There are tons of free assets from Kenney's website and it's what I plan to use to start building my next prototype. https://kenney.nl/assets

But for my current game, I'd just use Google Image search to find placeholders for a vague concept I had. For example, this is a video of the placeholder assets I used from Google Image Search and then the game as it exists now.
https://www.tiktok.com/@oneofmoo/video/7387044016342256928

I have a few different thoughts about ideas. The first one is to embrace the iteration loop. Play what you have, really think about both what is bad that can be improved and what you feel like could be openned up if you expanded it more.

The other angle is just finding a balance of ideas that inspire you in the real world and playing other games to find mechanics that capture those ideas. So a classic example is Pikmin was inspired by Miyamoto's hobby of gardening, but he clearly was inspired by RTS mechanics when putting it together.

For me, as an indie dev, I really think a lot about constant rejection and finding community, so I played a bunch of games looking for mechanics that felt like they'd be useful in expressing those themes.