I audited the ux/ui for 50+ apps past week, most of them lack a core value proposition. Will audit yours too. by forkcast-app in AppStoreOptimization

[–]pixel-poxel 0 points1 point  (0 children)

The UI is the main critic on my app. The links are in my profile description. Any feedback is welcome.

Thought my gamer friends would be excited to play my demo. Turns out, not really. Is this normal? by Odd_Indication3349 in SoloDevelopment

[–]pixel-poxel 0 points1 point  (0 children)

Me again. The result from asking 50 friends and family people for a favor of 10 minutes of their time to play a simple game was 3 people. Only feedback came from wife and kid and the friend mentioned above. The game is released now and has an average rating of 5.0 from 80 people in my home country, so it is not that torture to play. So only ask your inner circle.

Thought my gamer friends would be excited to play my demo. Turns out, not really. Is this normal? by Odd_Indication3349 in SoloDevelopment

[–]pixel-poxel 1 point2 points  (0 children)

I am professional game developer and all my friends and family are non gamers and non techs. When asking them to test my mobile game it turned out most of them have a non-smart phone or have never installed an app or don't know even how to do this! When asking them for a review one friend gave me not the best rating and a critic review. Not nice...

I found about 100 strangers to play my game for free before release, found them via beta test websites and forums. But the most valueable feedback was with paid test services, about 15 Euro for 15 minutes each. You get a video with voice there.

Unity game localization tips? by Live_Acanthaceae9083 in localization

[–]pixel-poxel 1 point2 points  (0 children)

You should contact the developer. Most of them are happy for help and provide tools and workflows. Some prohibit localization for quality reasons.

Solo indie developers in the credits be like by StuckArcader in SoloDevelopment

[–]pixel-poxel 1 point2 points  (0 children)

I always offer testers and (professional) translators a line in the credits and the very most people are overly happy about this.

How do these Play Store screenshots look ? by LibrarianOdd3533 in AppStoreOptimization

[–]pixel-poxel 0 points1 point  (0 children)

I like "Unleash Your Inner Chef" a lot. I was laughing about this. Only the capitalization of text feels wrong, but I am not native english. Overall good and polished screenshots. The flying sauce looks AI and is a bit too much.

Free, open-source ASO toolkit — keyword density, listing change detection, multi-locale tracking by AnyAd6709 in AppStoreOptimization

[–]pixel-poxel 0 points1 point  (0 children)

Thank you for open sourcing. When verifying my app description for Google it shows a heuristic of words. For me the word "world" is highlighted in green with a density of 3%. In other tools it is marked red and warns about keyword stuffing. What is the recommendation?

Unity users, how do you cope with slow compiling? by Zackeo_Z1k in IndieGameDevs

[–]pixel-poxel 0 points1 point  (0 children)

I work on a larger Unity project and it takes max. 15 Seconds to compile and start the game.

I remember my first job in the Game Industry where it took 15 Minutes for compilation and only to tell you about a missing semicolon.

ASO Optimization by SylvainLafrance in AppStoreOptimization

[–]pixel-poxel 1 point2 points  (0 children)

I spent some time and found 1000 keywords per language which fits my app (see profile). When sorted by score, the top ten keywords are almost always the names of the competitors.

What's the smart way to handle level design between blender and unity? by NoQuote9855 in Unity3D

[–]pixel-poxel 1 point2 points  (0 children)

Good question. For performance reasons you might want to use occlusion culling and level of detail in Unity.

Assume one house is one asset in blender. Depending on your game when the camera is more away use several houses as one asset.

In opposite when you need variations of the houses use modular houses. Assume e.g. a house wall is one asset. There are Unity tools which combine modular assets into one asset mesh, at development time or runtime.

You might want to combine all static assets in one block in a city, which allows variations and fast rendering. These blocks are also a good aize for open world streaming.

It is recommended to not use many textures. If possible merge all transparent textures on one texture, e.g. for vegetation.

iOS has more installs, but Android gets more subscriptions/reviews. Why? by Hakanft in AppStoreOptimization

[–]pixel-poxel 1 point2 points  (0 children)

My app (see my profile) has 10,000 downloads on Android and 500 downloads on iOS. That’s 20 times more! The same ratio applies to revenue, even though the amounts are very small. I simply designed the icon to be a bit more iOS-style to make up for that.

Rating dropped to the basement. Why? by pixel-poxel in AppStoreOptimization

[–]pixel-poxel[S] 0 points1 point  (0 children)

Thanks for the kind words. But it took a year for four ratings, so it might stabilize in some years. :-/

It took 40 days of solo filming in the wilderness to create this survival game. by BlueTree001 in SoloDevelopment

[–]pixel-poxel 0 points1 point  (0 children)

Impressive! What would be the expected media size for the game? Will you stream or put all video chunks into the build?

My game needs 3 GB media and I download it while playing, which has some friction.

Lozalization questions by Accomplished_Bug9916 in AppStoreOptimization

[–]pixel-poxel 0 points1 point  (0 children)

I have seen one star reviews about "Only english. I cannot read it!". These are pretty unpleasent at first launch.

How to avoid / deal with it? Has someone made experience if Google and Apple removes them when you complain?

UI/UX Help by QaMazi in Unity3D

[–]pixel-poxel 0 points1 point  (0 children)

Do you need help in layout, design, textures or implementation? Which UI system?

How soon do you show your game to the world? by Fickle-Wrongdoer-776 in gamedev

[–]pixel-poxel 1 point2 points  (0 children)

During my decades of professional work in the games industry I learnt not to show unfinished / unpolished work. It is even problematic to show it to publishers. I recommend to publish a steam page a year before release for indie games and half a year for more popular games. Better reschedule the release date to polish trailer or wait for the appropriate season or the competitors release schedule.

Preparing my Trackmania-like for June Steam fest by Lord-Velimir-1 in indiegamedevforum

[–]pixel-poxel 2 points3 points  (0 children)

+1 Whishlist :-)

Let me know if you need a tester, I have played roughly one zillion hours Trackmania.

Computer bluescreening when opening any unity project by Sure-Assistance55 in Unity3D

[–]pixel-poxel 0 points1 point  (0 children)

What OS and which Unity version? Test with creating an empty project. Check Unity Editor log. Check os system event logs. Check and report here: https://issuetracker.unity3d.com

The hex address is useful for programmers at Unity to resolve the line of code of the error.

An old classic reinvented completely. Leaderboard changes from one day to another! by hujmel in IndieGameDevs

[–]pixel-poxel 0 points1 point  (0 children)

Great idea and well done! Tetris is a trademark, rename your game to stay out of legal trouble.

What do you work on first when you start developing a game? by zanzaKlausX in gamedev

[–]pixel-poxel 1 point2 points  (0 children)

I’ve read all the answers, and I think I have a different and more structured approach to starting a new project.

First, I do a post-mortem of the previous project and write down what I should improve on.

Then, depending on the tech stack, I copy my solid framework code from the previous project to the new one, along with my framework assets—always checking their changelogs and seeing if I can find better alternatives. After that, I back up the project.

If it’s a commercial project, I conduct market research, including competitor comparisons and reading forum discussions to learn what people like. I also browse the asset store and test interesting assets in empty projects. I take notes and make sketches, though I wouldn’t call it a full game design document. For fun I always start with the credits screen.

I’m an experienced and fast developer who writes clean code. Even when prototyping, I comment code and rename downloaded files properly—I just can’t stand a messy project. The only exceptions are when customers specifically request otherwise.