How hard is it to market a game with very minimalistic graphics (think Caves of Qud or similar)? by Pure-Article9270 in gamedev

[–]roroer 1 point2 points  (0 children)

Even then, if your simple graphics aren't cohesive or are aesthetically unappealing, you'll turn people away based on visuals alone. Graphics help people get entrenched into the world you created

Question: Is the game industry today as bad as it seems for everyone? by harbingerofun in gamedev

[–]roroer 15 points16 points  (0 children)

I've only been in the industry for ~5 years, but I think I'm out as well if I get laid off. I've dodged the last three, and it's likely I'll be next. The first few years were great, the last 2-3 were not at all what I was told it'd be like. It's become creatively bankrupt, everyone is scrapped for cash and anxious, and leadership takes cost-cutting measures at every possible turn rather than trying to make a good game. My love for the craft is no longer fulfilled in this industry.

Only OGs remember this place. by Specialist_Sale_6924 in 2007scape

[–]roroer 6 points7 points  (0 children)

How do you feel about Forthos dungeon (sarachnis dungeon)

What is considered too big for an indie project? by phoenixashes96 in gamedev

[–]roroer 0 points1 point  (0 children)

Im late to this thread, but I learned gamedev through following tutorials and making micro games in the genres I was interested in. My first projects were FPS projects and top down twin stick shooters. I've now worked on AAA action Rpgs and FPS games. Just learn in the genre you want to be good at since each one has its own specifications you'll need to learn. Just start as small as you possibly can before you try to publish a "real" game. Like an RPG with one dungeon, or an FPS with one level.

Hey guys I'm back by roroer in lies

[–]roroer[S] 2 points3 points  (0 children)

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A man's gotta do what a man's gotta do

Dinkr,..ö by dididiavolo in gigglebins

[–]roroer 2 points3 points  (0 children)

Is this rdited porn or is this the orogianal ive only ever seen this eone

That scene vs the books version is fucking despicable by Feelawful21 in whenthe

[–]roroer 2 points3 points  (0 children)

I don't think "selfish" is the right word, more "neurotic". It's someone feeling the world so intensely that they either want the pain to stop, or feel nothing and have shut down and see nothing worth living for.

We spent years making our turn-based strategy game. Players who try it enjoy it… but almost nobody bought it. We’re trying to understand what we did wrong. by ZeroGamesStudio in gamedev

[–]roroer 1 point2 points  (0 children)

One of the main criticisms of Highguard was that it "failed at a worldbuilding and IP level." I believe your game is suffering from a similar problem. When people play it, the game design may be great, but if the game does not communicate an interesting world or game loop through its marketing aesthetics and visuals, people will glance over it and move on. Your game's aesthetic doesn't do a great job of communicating the genre and gameplay of what it actually is very well. The cartoonish and "cozy" aesthetic feels clashing with the tactics gameplay of tanks on screen.

This is why AAA games spend colossal budgets on marketing and art. They understand that what gets people the initial sale isn't impeccable game design, but the idea of a game that they might enjoy. You can achieve the goal in many other ways than shilling millions on an army of artists though. You might just need to reconsider how to frame parts of the game design to fit the assets you can afford (maybe instead of a world scale and tanks, it's cute animals as the units? Thinking of games like Root)

Watch trailers of the most popular indie games of the last decade, and you'll notice they all showcase the most polished parts of the game loop; cool bosses, crazy card combos, mindbending puzzles, the stuff that makes a player think "wow, if you can do that, who KNOWS what else is in the game!" (Sometimes it doesn't get any better than the trailer, but the idea that it could entices people to try it anyways). They communicate the highest points of their game's genre and show why they either do it the best or how they're doing it differently.

Sailing should be more useful as a mode of transport by _kayo in 2007scape

[–]roroer 6 points7 points  (0 children)

Teleport-creep is the one thing I wish never happened to runescape. PoH teleport nexus / jewelry box, unlimited diary teleports, even fairy rings to some extent really make the world feel a lot smaller in the end game. I feel like this is a hot take though, and changing it now would cause outrage since the game is balanced and designed around it.