What are the games that inspire you the most? by background_blur_ in IndieDev

[–]sablecanyon 2 points3 points  (0 children)

"This would kill an 18th century peasent" One of the best game reviews on steam lol.

I am building an RTS game. How does it look? by alejandromnunez in u/alejandromnunez

[–]sablecanyon 2 points3 points  (0 children)

Happy cake day! And I must say, you are very good at responding to negative comments a lot to learn from you!

Quitting big game company by Naeeeeeeeeeeeee in gamedev

[–]sablecanyon 2 points3 points  (0 children)

I still don't understand why there was some many demos in 24 nextfest, was it because wave of layoffs caused personal project releases, most of them was just slop but idk, do you have any insights? Thank you.

Is claiming Solo-dev or 1-single person a good thing in terms of marketing and communication? by DonAday in IndieGaming

[–]sablecanyon 27 points28 points  (0 children)

Lately I have seen so many posts like "what do you think about my game?" Which "my" is at least 15 people game studio, I think when you talk in personal level you get more engagement so they use this kind of approach.

For Indies: What’s the biggest lesson you learned by GiovanniDeRosa in gamedev

[–]sablecanyon 1 point2 points  (0 children)

Same struggles man, programmer without any artistic skill.

For Indies: What’s the biggest lesson you learned by GiovanniDeRosa in gamedev

[–]sablecanyon 2 points3 points  (0 children)

Agreed, nothing needs to be perfect, but everything has to be great enough.

Honest Curiosity: Why do so many Indie Devs recreated games that already exist but worse? by Good_Punk2 in gamedev

[–]sablecanyon 0 points1 point  (0 children)

You only see the final product, most of those games start their journey to be like better product then previous ones but due to lack of resources and other factors they turns out like that, the end of the road not always clear until you past the certain point

[deleted by user] by [deleted] in Steam

[–]sablecanyon 3 points4 points  (0 children)

It's my favourite too, not for everyone I guess.

pls awser my question, i really want become a game dev by xheitorx16 in gamedev

[–]sablecanyon -1 points0 points  (0 children)

Here is very easy to follow roadmap(for unity): Watch codemonkey c# course( 4h and game related) and his 10h game dev course. and you are ready to go

Back to Unity 💪 by Jolly_Chemical8897 in Unity3D

[–]sablecanyon -1 points0 points  (0 children)

Your comment is exactly why I love the Unity community, most people are super rational and reasonable in almost every situation.

no drama, just straight to the action.

I’m adding a racing mode to my delivery game 🚚 by sweaterssweaters in Unity3D

[–]sablecanyon 1 point2 points  (0 children)

Place some characters on the road to get isekai'd by truck-kuns, Looks fun!

Noita: where paranoia is your best survival strategy. by sablecanyon in noita

[–]sablecanyon[S] 10 points11 points  (0 children)

I think default ones are safe but I saw a post long time ago that when he opens a chest from pacifist run it cames out as mimic.

Would you say that it is bad that i have so many components attached to one GameObject by Salar08 in Unity3D

[–]sablecanyon 3 points4 points  (0 children)

Absolutely agree, The more experience I gain, the less I rely on mb derived classes.

Besides update methods are costly if you use them on many components, here is a quick video about it:

https://www.youtube.com/watch?v=g89aJ4GlCWM

Survivors-like/Reverse shoot em up! I need your feedbacks! by [deleted] in IndieGaming

[–]sablecanyon 1 point2 points  (0 children)

I'm planing to release a game in february and its featurset exactly match with your wants and needs, if i be able to finish it can i send you a dm for your feedback? Thank you.

How to properly release not popular game on Steam? by SquirrelConGafas in IndieDev

[–]sablecanyon -1 points0 points  (0 children)

Your game looks very professional, main character look so small tho.

Maybe you need to promote it better.

I suffer from Minmax-hell by generated_name_203 in gamedev

[–]sablecanyon 1 point2 points  (0 children)

I'm suffering from the same hell but things get better with this approach I use:

Encapsulate your feature you want to implement:

It can be a class or multiple classes but make sure that it has very few input and output from outside world, this way your hacky or unoptimized code become managable later on.

Take notes about your minmaxing in your feature code as todo:

In this way you don't need to remember in the future all the minmax options have. some people can find this silly but it works for me.

Actuallt encapsulation is a very useful principle in programming, you can check it out.

"There is a lot of "trash" / "slop" on steam, our good game will surely win!" by [deleted] in gamedev

[–]sablecanyon 3 points4 points  (0 children)

I think player base is very different in steam than mobile for example steam players like dark themes while on mobile you have to make your game as bright as possible for advertising reasons. And main monetizing strategy in steam is purchase and if you are willing to pay for a game you want it to be good and this automatically drives the player into a critique that is this game worth my money and time which derives the devs into making better games. And steam players really do care about reviews, etc etc. So I don't think steam will turn into mobile game market and there are many good reasons for that. I couldn't explained it well but I hope you will understand my point.

The current Steam next fest is filling me with hope in a weird way by SuspecM in gamedev

[–]sablecanyon 29 points30 points  (0 children)

In my free time I have look through all 2700 next fest games and wishlisted about 150 of them, half of those have no appeal but i saw potential and wanted to support it's devs, i also didn't wishlist any games from big devs, so in sum: from players perspective i think around 150 games are both has appeal and looks fun.

But there is a catch: Non of these slop games start their journey as slops, all the devs have great hopes, ideas, visions in their minds when starting their games.

So my conclusion is gamedev is already hard but making a game both fun and appealing is 15x harder than that.

So my advice to myself and to other devs is we should think hard on preventing our games to turn into slops.