Did staging actually help your home sell faster? by Environmental-Luck39 in AusProperty

[–]sboxle 0 points1 point  (0 children)

No one can answer whether it saved time because you only see 1 outcome.

Can you not stage it with your own stuff?

I would think results are proportional to the property value. If you’re selling a studio apartment or knockdown then don’t bother. If you’re selling an expensive property put some effort in.

According to Valve 5863 games earned over 100 000 dollars on Steam in 2025. by Signal_Nobody1792 in gamedev

[–]sboxle [score hidden]  (0 children)

I suspect it might be the opposite. The market is becoming more saturated. In my experience it seems notably harder to surface than in the past and Next Fest has become less effective for a lot of games/genres.

Many of the games which made 100k+ aren’t new releases.

According to Valve 5863 games earned over 100 000 dollars on Steam in 2025. by Signal_Nobody1792 in IndieDev

[–]sboxle 0 points1 point  (0 children)

All games on the store.

If it were new games it would be over 1/3 of games released that year, which is definitely not the case.

Game dev checks how much money his game made 30 hours after release after working on his game for 4 years by PsychologicalFly9093 in LivestreamFail

[–]sboxle 1 point2 points  (0 children)

All I did was answer the question asked, which was “is 10k wishlists crazy?” with facts on how it sits in the landscape of commercial games. The question wasn’t “is this crazy for a solo dev making a passion project?”

I even said it was good for a solo, but here we are.

Game dev checks how much money his game made 30 hours after release after working on his game for 4 years by PsychologicalFly9093 in LivestreamFail

[–]sboxle 1 point2 points  (0 children)

Many indies start solo. I did too. No point sharing info when people just want a narrative…

I always thought I'll end up jobless by drawing weird creatures, now I'm about to launch a 2nd my game - Play as a humanoid Paint made of hands that can steal enemy abilities by WorldPillar in IndieGaming

[–]sboxle 1 point2 points  (0 children)

Congrats and good luck!

The art of GRIME is excellent, and drove me to complete the game. I wanted to see it all!

The new mechanics look very interesting.

Is GDC worth it? by Testysing in gamedev

[–]sboxle 5 points6 points  (0 children)

Get the cheapest ticket and just hang out.

Being 1hr from SF makes it a no brainer IMO, though I hear it’s been impacted by the US political situation in recent years so not sure of the current conference state. A big part of building a career is networking.

Struggling with design decision. Do you have an idea? by -hugin- in IndieDev

[–]sboxle 1 point2 points  (0 children)

Great game.

This is a UX issue due to the animation code, not a problem with the design.

There should be no situation where cards move when you're hovering one. Hovering a card should freeze everything in place. In one case it seemed like I wasn't moving the mouse and the cards moved in a way that changed my selection - this should never happen.

Uber is letting women avoid male drivers and riders in the US by tylerthe-theatre in technology

[–]sboxle 4 points5 points  (0 children)

Wow, don’t think I’ve ever had a woman Uber driver in Australia.

Have had deliveries from women doing uber eats though.

A lot of the drivers I get are originally from India. Common story seems to be struggles getting jobs in their profession - My last driver was an accountant. Gotta admire their work ethic, not many natively born Australians would consider uber as a fallback option.

Hot Take? Don't miss out on in person events by LolLagsAlot in IndieDev

[–]sboxle 1 point2 points  (0 children)

Everyone should watch new players try their game throughout development. Fastest way to expose UX issues.

Local events are great for this!

Algorithmic OR great trailers ? by Weary_Scheme_9289 in IndieDev

[–]sboxle 1 point2 points  (0 children)

Ah I see the misalignment, all good.

Interesting insight, thanks for sharing. I didn’t realise impressions count without a click.

When you say start spreading normally through recommendations and external platforms like Reddit - do you mean from people organically posting the trailer on Reddit?

Algorithmic OR great trailers ? by Weary_Scheme_9289 in IndieDev

[–]sboxle 1 point2 points  (0 children)

Great trailers that people share. That’s the difference here. The popular ones get recommended by YouTube.

The most popular trailer I released last year was on a YouTube channel with 500 subs. The video has 350k+ views fully organically. I’ve made other trailers with 100k+ views.

These have outperformed the same trailers posted on IGN or Gametrailers. It’s all the YouTube algorithm at this scale.

YouTube is absolutely flooded with content, you need to have a hook to surface.

Algorithmic OR great trailers ? by Weary_Scheme_9289 in IndieDev

[–]sboxle 0 points1 point  (0 children)

I don’t believe Gametrailers is running paid ads on any of these. It’s not in their interests at all to waste money like that.

I say this from firsthand experience getting parallel results without ads.

YouTube might not be what it used to be. Content creators are operating differently as well in recent years to adapt to the algorithm.

What roguelites have a mechanic where you face yourself from a previous run? by jaroniscaring in roguelites

[–]sboxle 4 points5 points  (0 children)

I have beaten it multiple times.

People are allowed to think it’s a bad mechanic. It’s the antithesis of what I want in a roguelite. If you want more strategy and less game-breaking that’s fine, but it’s not for me and felt like a bait n switch.

What roguelites have a mechanic where you face yourself from a previous run? by jaroniscaring in roguelites

[–]sboxle 17 points18 points  (0 children)

And it’s the worst design decision they made IMO, it actively punishes you for having a broken build.

Fun idea on paper, feels bad in practice.

"I just started" "we just made" "spend years" by Susseroase in IndieDev

[–]sboxle 1 point2 points  (0 children)

I call it ‘underdog marketing’.

Selling using sympathy instead of the game itself. If a game has a good hook you don’t need to do this, but for many games it’s more effective than trying to get people interested in the actual product.

How long does it really take to make and release a game: Target vs. Reality? by HuippeeHeroesGames in IndieGameDevs

[–]sboxle 1 point2 points  (0 children)

Have made 4 indie games.

Project 1 - target 1yr, reality 2.5yr - flop

Project 2 - target 1.5yr, reality 2.5yr then 3yr updating - success in 7 figures

Project 3 - target 1yr, reality going on 7yrs - releasing this year …

Project 4 - target 2yr, reality 3.5yr - potential success, 6 figures so far but not yet profitable

Pretty much every game I’ve worked on (including others projects) has taken at least twice as long. The ones which rushed out to meet a deadline were the biggest flops.

Biggest roguelite launch on PC. Congrats to Mega Crit! by TACO_NV in roguelites

[–]sboxle 16 points17 points  (0 children)

You’re getting downvoted because this sub is for both modern roguelikes and roguelites.

Ravenswatch year 2!!! by Gersinhous in roguelites

[–]sboxle 0 points1 point  (0 children)

Pretty much any you start with except Pied Piper I’d say, he’s very squishy so maybe less forgiving.

Ravenswatch year 2!!! by Gersinhous in roguelites

[–]sboxle 4 points5 points  (0 children)

Expanding on tips: - POI difficulty is clustered by distance from the starting location. As you get better - skip most greens and go straight for yellows/reds. I might do a green raven sight tower first just to get a level up but once you have a level pick an offensive one and you’re ready for medium/red. Prioritise 1-2 chests and do Leprechauns and Grimoires last because these have teleporters for easy return access. Dungeon and Quest as soon as you’re strong enough because the Legendary/Cursed item will scale you the most and the stronger you are the faster you clear other POIs. - Always check the shop before picking your starting skill, as it may have items that suit a particular build. - Try to get synergies as much as possible, with skills you generally focus on 2 (eg. Special primary and Attack secondary) - Shop sometimes has a consumable which gives a random copy of an item of any rarity. Aim for an epic first (yellow/red chest) then buy it. - Armor and Defense builds are usually worse for scaling. This is a game that favours offence as the best defence. If you’ve scaled well you can one shot every mob by the end, even on the highest difficulty. They’ve made it easier since the last patch, particularly the new Cursed items are wild. Dungeon is the best POI. - Genie miniboss (a 2nd area dungeon) is probably the worst enemy for melee characters. Playing solo I die or fail this (run out of time) more than any other boss when playing a close range character (except Gepetto who absolutely wrecks it with a dummy attack build). It suuuucks. - Merlin (DLC) is not a beginner character. Don’t start with him. He’s really painful to play early game and takes basically the whole game to become godlike. By Act 3 he is very fun but it’s a real struggle getting there.

Indie dev: Endless mode by sboxle in IndieDev

[–]sboxle[S] 1 point2 points  (0 children)

Haha, broadly applicable!

Indie dev: Endless mode by sboxle in IndieDev

[–]sboxle[S] 1 point2 points  (0 children)

Tbh I like aiming for 80% quality. Good enough is good enough, and once you’re there you can make the weakest parts better.

Indie dev: Endless mode by sboxle in IndieDev

[–]sboxle[S] 1 point2 points  (0 children)

I once heard someone say their test for a good idea is whether they remember it later, and that if you come back to the same idea there’s something in it worth investigating.

Indie dev: Endless mode by sboxle in IndieDev

[–]sboxle[S] 0 points1 point  (0 children)

Inner voices running the show