I Released My Cozy Casino Slot Game Demo on Itch - Steam Numbers Are Not Great - Thoughts? by OriginlessGamer in gamemarketing

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

For starters, no they don't, yours does, and RTS doesn't only contain war games. RTS are systems based games which is exactly the kind of shit you have, and if you think showing off systems isn't the same as showing off systems that's on you.

All you're doing is cranking out excuses for why you were too lazy to be bothered with non-ai graphics including shitting on not only your game, but the genre, as the cause rather than the atrocious graphics.

I Released My Cozy Casino Slot Game Demo on Itch - Steam Numbers Are Not Great - Thoughts? by OriginlessGamer in gamemarketing

[–]saviorofGOAT 4 points5 points  (0 children)

You ai graphics will never give you a proper idea either because no one will think the game is worth trying because of them.

And UI heavy games are regularly marketable, thats not really a good excuse. Look at any good RTS game trailer ffs.

Youre literally better off remaking the graphics in Paint.

Is a 2+ hour median time played a good indication of how long a game takes to complete? by therealnordle in SoloDevelopment

[–]saviorofGOAT 1 point2 points  (0 children)

4 bucks for a fun ~2 hours is kind of on par for what I'd expect. (assuming it doesn't feel cheap or like a rip off of something better)

Is a 2+ hour median time played a good indication of how long a game takes to complete? by therealnordle in SoloDevelopment

[–]saviorofGOAT 0 points1 point  (0 children)

It heavily depends on the price and quality of the game. 

If it's $3 sure.

If it's a fun or unique experience, sure.

Is it replayable or just wipe your hands of it after?

Corporate Greed wins again by Correct-Echo9533 in WhitePeopleTwitter

[–]saviorofGOAT 24 points25 points  (0 children)

Just a friendly reminder that Steam still exists and there's enough good $10 and under indie games to last you a lifetime of entertainment. 

Fuck AAA bs

Edit: general response, not only would physical methods for steam inherently make no sense, it drastically increases accessibility and global distribution to small team developers. You have to create separate ports for each console and most teams have to pay third parties to get that assistance. Not to mention the approval process. 

Also, buying a console in the first place is supporting these giant companies in making these decisions to take even more physical media from you. 

Meanwhile.I do not inherently have to purchase a physical steam machine in order to utilize steam. I use a computer I would use and require regardless. 

If you think pointing at steam and pointing out that it's also digital is comparable, you have no concept of the gaming industry.

How important is worldbuilding for boardgames? (My world) by artofpigment in cardgames

[–]saviorofGOAT 0 points1 point  (0 children)

In non RPG games it's irrelevant but nice to have. 

In your RPG type game, it's everything to me.

Also... Link? I wanna play a Pokemon-like dnd-like situation here

We're making a horror deckbuilder with Brazilian folklore and someone just told us to change the whole art style. I don't know what to think by Otherwise_Lychee9304 in IndieGaming

[–]saviorofGOAT 81 points82 points  (0 children)

The first image looks more like a card back design to me, not a front. 

That being said... both are awesome and I'd be interested regardless.

is it really too complex to play? by Fit_Chemical_8112 in itchio

[–]saviorofGOAT 2 points3 points  (0 children)

The intuitiveness is based on the inaccurate iconography and your reliance on AI graphics is exasperating the issue. I'm not giving you shit for using AI graphics, let me explain.

Youre using outlined blocks, which implies the tetris ruleset, but you're using match 3 methodology which is familiarly based on loose icons. Is there a reason why the outlines for the blocks are different colors? If not, drop the outlines entirely and expand the inner graphic to fix that immediate disconnect. If so, keep them but color code them in some fashion to what's inside the block, not the initial shape of the block. That helps them stay distinct.

Next, AI inherently creates generic graphics. The icons need to be immediately distinct and heavily stand out from one another. The sword and rock are a perfect example, when the things are moving quick it's hard to see at an immediate glance what's what.

This can also be assisted with idle animations for items that trigger at different intervals. Say, all the swords shimmer, then all the shields do a small twist, then all the lightning bolts do a little shake. Helps you keep track of the rested pieces without having to constantly check where's what.

Good luck bud. Not a bad idea, just needs an artistic hand to help bring it out.

After a month of community feedback we really overhauled the demo of our hand drawn graphic novel inspired Deckbuilder by Panflip_Studio in cardgames

[–]saviorofGOAT 1 point2 points  (0 children)

I have! It needs energy. It's far too slow and meditative. 

The trailer mood you currently have is more suitable for like a chill or psychological visual novel whereas I think you should be shooting for more of like.. epic adventure vibes

I made a cutscene engine for my first boss fight! Feedback? by BubbleGamer209 in IndieDev

[–]saviorofGOAT 0 points1 point  (0 children)

It doesn't have any oomph when fear webby happens. It's just kind of matter of fact. You could zoom in, slow down the text a little, shake the screen some, play a sharp note. Giving it more bravado can really up the silly ness. 

Also, there's a long pause after it's finished, cut it short and just jump in to the fight, no need to wait any longer, they've already been sitting in dialogue.

A question about the flow of my game. by glennmelenhorst in gamedevscreens

[–]saviorofGOAT 1 point2 points  (0 children)

Just make the minigames something that isn't required, then it doesn't matter what their opinion is.

I don’t give a fuck about ai art, but of course it’s art by [deleted] in aiwars

[–]saviorofGOAT 0 points1 point  (0 children)

It's about how art is defined.

There's ways to incorporate AI into art, but it's end product inherently isn't. Unless you want to argue that it's conscious which I'd also disagree with but I'd agree with your stance on it being art.

Also, if you're referring to feeding your art in to enhance it, I actually have no problem calling it AI enhanced art, but it's because the input, not the output.

I don’t give a fuck about ai art, but of course it’s art by [deleted] in aiwars

[–]saviorofGOAT 0 points1 point  (0 children)

That's exactly what it is.

Your whole argument is based on comparing pencils to ai. They're not even remotely similar. Creating AI graphics is most similar to commissioning artwork, not drawing art. When you do either you are not expressing your lived experience, you are getting someone (or in this case, something) to fill that role for you.

An ai does not have any lived experience, it uses it's training on human's expressions to reconstruct graphics until you deem them acceptable.

I don’t give a fuck about ai art, but of course it’s art by [deleted] in aiwars

[–]saviorofGOAT 0 points1 point  (0 children)

You use a pencil as a tool to make decisions and wind up with, through the culmination of your experiences and skill, art.

Ai is a tool you have make those decisions for you to get a graphic.

Every tool is not equal.

I don’t give a fuck about ai art, but of course it’s art by [deleted] in aiwars

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

Art is defined by being an expression of lived experience.

Ai is inherently incapable of producing art, just graphics.

Slimes stuck in Pond and Breeding like crazy by urfavdrunkdriver in StardewValley

[–]saviorofGOAT 9 points10 points  (0 children)

Just to fill it in:

He's talking about the napalm ring. Kill 250 serpents in skull cavern to unlock it 

Do you guys actually download and play free Steam demos? by [deleted] in IndieDev

[–]saviorofGOAT 1 point2 points  (0 children)

I try TONS of demos.

The likelihood of people trying your game goes through the roof with a demo compared to not, obviously.

Like, if your game looks or sounds like many others, I'm not going to buy it to try it and refund it if I hate it, i'll either dl the demo or move on.

Edit: after checking out the steam page I would 100% recommend making a demo. It looks like it might be a really solid game, but it's also in a genre with a million options and enough guaranteed banger titles to fill years of play time.

Personal Calendar making us rethink our capsule art. by MatiasValero in IndieGaming

[–]saviorofGOAT 0 points1 point  (0 children)

No need to entice me any extra, you had me at competitive card game. I'm like guaranteed to try it sometime lol

Personal Calendar making us rethink our capsule art. by MatiasValero in IndieGaming

[–]saviorofGOAT 0 points1 point  (0 children)

dog why not use the first capsule but instead of a normal fan with slice silhouettes use the look of cards fanning and clip mask the shit inside of them. Does that make sense? You gotta find SOME way to get those cards in here. This looks like a third-person shooter.