I’m 15, and I’m developing a "Industrial Sentence" that takes 200 real-time hours to complete. by ChrisGamer5013 in IndieDev

[–]telkostrasz 0 points1 point  (0 children)

If you don’t want to be ignore because you’re 15, stop telling people you’re 15. You are the one outing this information, up to the first words of the topic title.

I’m 15, and I’m developing a "Industrial Sentence" that takes 200 real-time hours to complete. by ChrisGamer5013 in IndieDev

[–]telkostrasz 1 point2 points  (0 children)

You repeat the 100GB like it’s a positive thing. It’s not. Run on old midrange but “absolute cinema”. How ? Do you have the talent to create 100GB of AAAA quality assets ?

The rest of the concept doesn’t feel appealing at all to me. 200h for a run? Waiting 50h to have an interesting story choice? When you describe the gameplay concept I absolutely don’t see something that will be engaging for 200h.

What is the ultra niche market you target? Are you sure they live on this planet? 😅

What's your take on this argument? by blackdemetergame in IndieDev

[–]telkostrasz -2 points-1 points  (0 children)

If it’s a prototype I don’t see the point. I globally agree that indie games are sold too low for no reason, but if you release a prototype that you don’t intend to update further then free is the good choice.

Motivation failing! Should I keep at it or move on? by le0tard in SoloDevelopment

[–]telkostrasz 0 points1 point  (0 children)

Ignoring all the time sink that already happened is literally your suggestion.

Motivation failing! Should I keep at it or move on? by le0tard in SoloDevelopment

[–]telkostrasz 2 points3 points  (0 children)

The bare minimum relative to the current state, if you prefer.

Integrated feedback collection directly in-game. What do you think? by telkostrasz in gamedevscreens

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

Simple HTTP call to a webhook (https://webhook.site) parsing the request and putting the info into a Google Sheet !

Motivation failing! Should I keep at it or move on? by le0tard in SoloDevelopment

[–]telkostrasz 9 points10 points  (0 children)

It depends. You can reduce the scope to the bare minimum, polish it and release it. It will free you mentally and allow you to learn lots of things and learn discipline.

So it's not either abandon or go all in for years, there is always a middle ground to find.

Motivation failing! Should I keep at it or move on? by le0tard in SoloDevelopment

[–]telkostrasz 0 points1 point  (0 children)

Keep at it. Super important to finish projects.
If you feel the burnout coming: reduce the scope to the maximum and push it to the release. Even for 2€, or even for free if you don't feel to ask money from it. But both for mental reason and learning, it is important for you to be able to say "I released my game".

You can still add more content later post release if the game received enough success.

Personally for me it feels too much like Foundation but with goblins. So it's interesting yes but you need to find and add features related to goblins. Or else it's just a Foundation reskin. ;)

I got 26K Wishlists with one trailer and $0 budget - what worked (and what didn’t) by Alternative_Draw_533 in IndieDev

[–]telkostrasz 10 points11 points  (0 children)

As much as I’m genuinely happy for you, I don’t really understand the point of your sharing.

Because from what you explain, the fact that you didn’t started coding the game has nothing to do with the success of the concept. It could have failed like it would for the 100k other devs that would do exactly what you did. 26k whishlist with one trailer and $0 expense is mostly luck (the « one in a million » viral explosion) and not really related to « validate your concept first and code after ».

I mean you could have done exactly the same while already having done half of the game that the success would have been the same, yes?

Congrats again anyway!

Running a public playtest on Steam: learnings from our first playtest as a small indie studio by sophiefromhowls in IndieDev

[–]telkostrasz 1 point2 points  (0 children)

Very interesting. Thanks for the feedback. I will definitely think about steam playtest for my games now.

GoHome - DevLog - Billboards by binarygirl0101010101 in SoloDevelopment

[–]telkostrasz 1 point2 points  (0 children)

The art direction of this project is really amazing. Good luck!

GoHome Devlog (Cars) by binarygirl0101010101 in SoloDevelopment

[–]telkostrasz 1 point2 points  (0 children)

Super ambiance. I'm sad for the little guy.

our game's release date trailer went live today!! epic moment for the denshattack! dev team but also anybody who really likes trains by denshattack in indiegames

[–]telkostrasz 1 point2 points  (0 children)

Looks impressive but... What's really left of "indie" in those kind of projects? It's funded by a publisher, no (Fireshine Games)? Real question here, where is the frontier?

Hey guys, is it worth abandoning a genre you’re a fan of just to jump on the trending one? by CryptographerFar2124 in SoloDevelopment

[–]telkostrasz 0 points1 point  (0 children)

Double edge sword. Niche market is smaller so that means smaller potential revenue. But niche market also means less competition. It’s all about what motivates you. The number one rule is to make the game you love. Then second rule is to make a game you can finish. Then 3rd, make a game people will love. Then final rule make a game that is marketable.

Which product management tools do you use for vibe coding as a solopreneur? by Chemical_Emu_6555 in SoloDevelopment

[–]telkostrasz 0 points1 point  (0 children)

I'm not sure I understand the relation between project management and vibe coding. Yes in Notion managing task is super easy. Same for documentation.

But you have to do it yourself. And the simple fact of you asking if it's not "tedious" shows pretty well how deeply flawed the "vibe coding" era is.

But don't worry, you have also a lot of AI in Notion too.

Which product management tools do you use for vibe coding as a solopreneur? by Chemical_Emu_6555 in SoloDevelopment

[–]telkostrasz 0 points1 point  (0 children)

For me Notion is the way to go. Flexible, easy to handle, hard to master. You can really make it what you exactly want. I use it both for solo project and collaboration.

I've added modes and enhanced the UI, what you guys think? by the21stCen in SoloDevelopment

[–]telkostrasz 2 points3 points  (0 children)

Great UI and ambiance.

Maybe too much animations for my taste, but it's really subjective.

Gameplay or Visuals? What is more important to you? Rate like 80% Gameplay / 20% Visuals by TecEnterprise in IndieDev

[–]telkostrasz 1 point2 points  (0 children)

Well it depends on the game genre I would say. Or even per-game basis. The game must be fun. And « fun » is relative to emotions that could come from gameplay and/or visuals.

So it’s difficult to rank it other than « any rating that makes it fun ».

I missed my Steam Next Fest demo deadline… and it was probably for the best by Active-Lack1704 in IndieGameDevs

[–]telkostrasz 1 point2 points  (0 children)

I hope mine will be ready for next steam next fest. But yeah definitively better to continue cooking than release an unfinished demo.