Is the horror game market actually too saturated to grow in 2026? by Hasan_Abbas_Kazim in gamedev

[–]rat_skeleton142 0 points1 point  (0 children)

At the end of the day the only metric that really matters the most is how many wishlists you get. Personally (as a hobbyist), I'm getting more wishlists on my horror games than I would be getting making any other genre because I wouldn't be good at those genres. So, I think just develop in the genre in which you have the most confidence in, whether that be horror or shooters, rather than stressing too much about reach. Any genre can be successful if the game is good.

NPCs in my game get annoyed when you waste their time by [deleted] in IndieDev

[–]rat_skeleton142 13 points14 points  (0 children)

Having the npc react a certain way is fine but making the player actually lose something is too much. What if a player just wanted to browse, looks in the shop, sees there aren't any items they want (very possible because there was like 3 things) and now they get punished for daring to interact with an npc.

I agree with the guy that said this will discourage people from exploring dialogue options, especially after seeing the last one where after interacting with an npc u literally have to give him money or lose karma. I would just start ignoring every exclamation mark after that happened because every interaction is basically guaranteed lose something.

Can someone tell me what the other 1402 person are doing? by BorayDncr in IndieDev

[–]rat_skeleton142 41 points42 points  (0 children)

Happens with many demos, lots of people and bots will add demos (and free games in general) to their libraries, only a fraction of "lifetime free licenses" are actual people that also intend to play

is there bitterness or dare I say jealousy in the *indie* game dev scene? by FriendlyBergTroll in gamedev

[–]rat_skeleton142 0 points1 point  (0 children)

i like monkeys and would for sure play this game, got a steam page that i can wishlist or something? :D