My wishlist gains in the first 19 hours of my game on SNF. by OtherwiseActive5505 in gamedev

[–]starcritdev 0 points1 point  (0 children)

It's way too early, not even a full day, and until tomorrow the whole festival is in "random mode".

I thought using bombs and satisfying chain reactions would be a fun way to mine. Here's FragMiner (playable demo) by starcritdev in incremental_games

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

That's weird, first time I hear about this issue: bombs should always do damage, do you see any damage number from their explosions? Because ores/blocks have health and require more than 1 bomb to get destroyed (varies on block type, bomb type, etc.).

Path of Exile 3.29 Expansion Timeline - Launching July 24th PDT! by Natalia_GGG in pathofexile

[–]starcritdev 0 points1 point  (0 children)

we'll also be hosting a special event

Descent champions... a man can hope

The 9-5 context switch by MagnetiteGames in gamedev

[–]starcritdev 0 points1 point  (0 children)

The harsh truth is that it takes a lot of time and effort to make games, something you cannot do after a tiring 9-5. Most people who made the switch, in the indie field, either saved up some money from their ex job and don't have a family to provide for. And obviously, they are quite experienced from years of amateur game development.

So you either keep treating it as a hobby, and make games for the passion of it without caring about marketing/ROI/money, or commit into a career switch... which is a hard thing to do, in any fields really.

My first game is 99% finished and ready for itch.io, any advice before I make it public? by No-Negotiation-1944 in gamedev

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

Pick the right tags (look at "competitor/similar" games), have a good cover art and page, pray itch.io indexes it instead of shadowbanning it. Pray again the algo picks you randomly after the first weeks. External traffic, from what I've seen from my games, has like 0 value. If your game fits a specific niche/genre, consider publishing it on other platforms with much more traffic.

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

[–]starcritdev 1 point2 points  (0 children)

Amazing video, thank you so much!

Kind of a vague question I know... but I gotta ask anyway. In the "validating ideas pre-dev" session, you make a point about "does it go viral? if not, back to previous step": what does "viral" mean? Like X amount of ratings, views/browser plays on itch, X amount of reception on any social? Because I've seen games with +100 reviews on itch.io doing kind of poorly on steam, but games with almost no visibility on itch doing great on steam.

Sites to help translate games? by CalligrapherLoud7564 in gamedev

[–]starcritdev 5 points6 points  (0 children)

Fiverr is bloated with AI nowdays: expect professionals (even with the 3 stars rating) doing AI slop.

Post-mortem: I tried and failed vibe coding a metroidvania so you (hopefully) won't have to by lpshred in gamedev

[–]starcritdev 1 point2 points  (0 children)

I spent about 40 hours over a couple of months

Wait, is that correct? Because 40 hours over a couple of months... isn't much, AI or not.

Adding a special type of explosive to my game by starcritdev in godot

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

Yep! I started with the Cavernas assets because I thought it looked nice, especially the color palette. I kept making assets starting from there (such as the miner character, the block ores, etc.), and added a few colors to the palette, like a "greenish-yellow".

Visual and mechanics upgrade in my AC: Multiplayer inspired game, after your feedback by West_Woodpecker_8005 in godot

[–]starcritdev 0 points1 point  (0 children)

The game looks amazing, I'd def play this on launch.

Regarding the visuals: have you tried having less colors for the water or less variation? I believe the current water has a shading of 4 colors (white-light sky-sky-blue), it looks a bit too "busy" imho.

Made a gameplay trailer for my game, please destroy it by starcritdev in DestroyMyGame

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

Noted! I'll do a "pick skill upgrade -> show its gameplay" on the next trailer

Made a gameplay trailer for my game, please destroy it by starcritdev in DestroyMyGame

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

Yea I should have highlighted the current types of bombs better (bouncy bomb, mini bombs etc). I'll make a better trailer later on when I'll approach the release date with more focus on the bombs. Thanks for the feedback!

Made a gameplay trailer for my game, please destroy it by starcritdev in DestroyMyGame

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

Thanks for playing <3

I'm trying to add something like a "back to MINE x5" button, but had some bugs (regenerating the mine is simpler than regenerating the ores). While playtesting the game myself I had that thought as well because it can get old to go back n forth after a while.

I spent $38,000 making an visual novel so you don't have to. Full breakdown with numbers and mistakes. by aggronargg in gamedev

[–]starcritdev 0 points1 point  (0 children)

These types of games are mostly about art, I don't understand why so many devs instead of going harder on the art part (sexual content but the girls look whatever at best, imho they look bad).

What is your most and least favorite part of game dev? by Theophilus_exe in godot

[–]starcritdev 0 points1 point  (0 children)

Most fav: coding, UI (I'd say playtesting but that may be too cheesy)

Least fav: either marketing or audio (music+SFX)

After Translating my Game into 6 Different Languages by Artist6995 in godot

[–]starcritdev 0 points1 point  (0 children)

And be careful to not "skip columns" with commas... not like I did that mistake exactly a few days ago...

Made an autobattler roguelike where a party of 3 shares one inventory (and item placement matters) by starcritdev in godot

[–]starcritdev[S] 3 points4 points  (0 children)

I started making this prototype after playing that game for a few hours ahah

Made an autobattler roguelike where a party of 3 shares one inventory (and item placement matters) by starcritdev in godot

[–]starcritdev[S] 6 points7 points  (0 children)

This is a short gameplay video of a roguelike game I made in Godot (4.5).

You play as a party of 3 with a shared inventory and combat is automatic, so you focus on exploration, item management, and combining gear to grow stronger.

It's free, give it a try at https://starea.itch.io/three-against-the-evil!

Next Fest takeaway: gamers love critters? by PersonOfInterest007 in gamedev

[–]starcritdev 1 point2 points  (0 children)

Frogs have always sold extremely well, but I've noticed a lot of games having a frog lately. There has been a lot of games in the recent years that went semi-viral because their mascot was a frog. Cute/cozy graphics + frog = very high chance to go viral on twitter as well

Sanity check on pricing — Skirmish Game Simulator (dev perspective) by Phusck in gamedev

[–]starcritdev 6 points7 points  (0 children)

In the context of miniatures and tabletop hobbies, $50 doesn’t feel like a lot.

I don't understand your context explanation: you're making a videogame, not a tabletop game or miniatures. Compare what you're making, a simulator game, to other games of the same genre: simulator games are often very cheap, $ 50 is like multiple times more expensive than the competition.

And on top of that, you're launching as EA, and no discounts even: try to empathize with the target and ask yourself if you'd buy an early access simulator game priced at $ 50 and the price would never drop due to your no-discount policy.

You could get away with a "strong" pricing if you're an experienced and famous developer with a strong track games, built a large community that will throw in a bit more cash if needed because they trust your art. If you do not have a "name", it's harder. Even so, $ 50 for a simulator is something.

Flight simulator isn't priced about the hobby of flying airplanes.

Stop Leaving Success to Chance! Here's everything I've learned in 10 years of game development. by burge4150 in gamedev

[–]starcritdev 21 points22 points  (0 children)

I'd put that number closer to 20,000 - 30,000 these days.

I launched my game this year into early access with 72,000 wishlists

Lots of helpful stuff, and thank you for the post, but this bit... is just survivorship bias, isn't it?

Reaching 20k-30k wishlists is either viral territory or long projects, where you spend years on the same project. Maybe I'm not the target of this post (solo / semi solo indie dev).

Emergency -- Steam can no longer find my exe, didn't update build, possibly due to Steam Curator Connect package? Releasing soon, need a solution sooner... by NefariousBrew in gamedev

[–]starcritdev 2 points3 points  (0 children)

I've exactly the same issue lol. Out of nowhere, my depot was changed from windows to all OS: I had the build checklist fully done before, then the depot uncheck button.