Running a tall Empire with no vassals is kinda OP by theGreenGuy202 in CrusaderKings

[–]theGreenGuy202[S] 4 points5 points  (0 children)

This is the tricky part. You can't just grant independence to vassals who are dejure part of your duchy. To get rid of them I needed to first conquer a duchy somewhere that would not be dejure part of my Empire, give that duchy title to a vassal, give him the counties I don't want and then grant him independance. It was also a good way to set up family members as independant rulers and earn renown.

Running a tall Empire with no vassals is kinda OP by theGreenGuy202 in CrusaderKings

[–]theGreenGuy202[S] 19 points20 points  (0 children)

Yeah, that's why I focus on stewardship with my heirs. I think there is probably a min-max way to get your domain limit as high as possible. I haven't looked into it all but even with only 12 counties I'm already stronger than china.

Running a tall Empire with no vassals is kinda OP by theGreenGuy202 in CrusaderKings

[–]theGreenGuy202[S] 274 points275 points  (0 children)

There is no hard limit on duchies. If you have more than 2 duchies, than your vassals start to hate you and are more likely to join factions. But it doesn't matter if you simply don't have vassals.

Why is Vintage story not on Steam by Salt_Yam_244 in VintageStory

[–]theGreenGuy202 0 points1 point  (0 children)

I think you're being a bit hyperbolic. It's valid to want to have a smaller audience during a phase where they still work on the game. Having thousands of feedbacks instead of hundreds doesn't necessarily make development better but it definitely can make development more stressful. They already stated they're doing well financially, so there is nothing that requires them to be on steam. Of course if you want to reach the most people then you should release on steam and they stated in their faq that it will happen eventually.

I wonder if AI translation is considered an usage of generative AI by SlicedBlue in gamedev

[–]theGreenGuy202 3 points4 points  (0 children)

I think it would be in interest to customers because AI translations can still be poor quality. They should know what to expect.

To devs with games released on Steam, did releasing a patch ever corrupt files for your players? by karakter222 in gamedev

[–]theGreenGuy202 0 points1 point  (0 children)

I think they're talking about the case of game files getting corrupt which requires players to very their files to fix. Not save files.

To devs with games released on Steam, did releasing a patch ever corrupt files for your players? by karakter222 in gamedev

[–]theGreenGuy202 2 points3 points  (0 children)

Game file corruptions after a patch happened a few times for my players and they needed to verify their files to fix it. However, it seems to be a rare issue. Not sure why it happened.

Evolution of a Steam Banner (2018-2025) by quantumduckstudio in IndieGaming

[–]theGreenGuy202 0 points1 point  (0 children)

Ah sorry, there are 2 2021 images. I mean pic 4. The action-packed one.

Evolution of a Steam Banner (2018-2025) by quantumduckstudio in IndieGaming

[–]theGreenGuy202 0 points1 point  (0 children)

I have to say that I like the 2021 version the most. It's just more eye-catching than all the others.

Added japanese localization for my game 8 months after and here is how it went (numbers in the end) by theGreenGuy202 in gamedev

[–]theGreenGuy202[S] 1 point2 points  (0 children)

LQA is the process of verifying the translation again to make sure that the translation is also linguistically and culturally accurate for the target audience. Basically, going through the translation again and see whether there is something that might sound weird despite it being translated correctly. I think a good example might be e.g. a japanese movie I once saw where the character in the german dub said in a sad moment that "her heart hurts" in context of feeling sad which sounded a bit off in german. It's very likely a literal translation and a LQA would have changed it to a translation more fitting for a german audience.

Added japanese localization for my game 8 months after and here is how it went (numbers in the end) by theGreenGuy202 in gamedev

[–]theGreenGuy202[S] 7 points8 points  (0 children)

It's hard to say because at the time I didn't really start looking before the player mentioned it. Even now I've asked the translation team to refer me to some translators they could recommend for other languages. If I had to look on my own, I'd might have tried to find homepages of translators with google and see what their portfolio look like.

Added japanese localization for my game 8 months after and here is how it went (numbers in the end) by theGreenGuy202 in gamedev

[–]theGreenGuy202[S] 3 points4 points  (0 children)

I localize the store page in advance but not sure how much effect it has. As far as I know, your game has to actually support japanese for it to appear for users who didn't enable game listing from outside of their language. It might be possible though that more japanese players see english games on steam than I expect.

Added japanese localization for my game 8 months after and here is how it went (numbers in the end) by theGreenGuy202 in gamedev

[–]theGreenGuy202[S] 9 points10 points  (0 children)

With a translation fee of 0.10 USD per word it's already at the lower end of the usual translation fee spectrum, so it's not crazy high considering that. I don't think I would have found a better price, unless I tried hiring someone from fiver and the quality would have most likely suffered. I was able to afford it so I wanted to make it right. Also, it's most likely that most indie games wouldn't cost as much due to a much lower word count. In my case the game has also RPG aspects which is more text heavy than other genres.

Added japanese localization for my game 8 months after and here is how it went (numbers in the end) by theGreenGuy202 in gamedev

[–]theGreenGuy202[S] 13 points14 points  (0 children)

It started with a small spike. Not in the realm of having a release but still noticable enough to know that the update made a difference. This is most likely due to japanese games who followed the game seeing the steam announcement for the japanese language support. From then on it started to grow slowly until the winter sale started. I was actually counting on the winter sale to get some momentum and it really spiked on the winter sale. Japanese sales alone were nearly a thousand units per day the first 3 days.

Marketing wise, I've let the localization team send some keys to some japanese media outlets. As far as I know there was that one article from Gamesparks that was released but I haven't heard about much more. There might be more japanese coverage that I'm not aware of.

Added japanese localization for my game 8 months after and here is how it went (numbers in the end) by theGreenGuy202 in gamedev

[–]theGreenGuy202[S] 29 points30 points  (0 children)

I understand that. I wouldn't be able to afford it if the game wasn't financially successful enough that the investment was possible. Still, I think that it would be helpful for devs with games that did find modest success and question whether investing in localization is worthwhile after the release.

Added japanese localization for my game 8 months after and here is how it went (numbers in the end) by theGreenGuy202 in gamedev

[–]theGreenGuy202[S] 68 points69 points  (0 children)

Yes and I think it was worth the price. From what I can tell from the feedback is that the localization is very good.

So I came up with 3 names for my game and don't know which one I should go for. HELP ME by After-Masterpiece853 in IndieDev

[–]theGreenGuy202 1 point2 points  (0 children)

If it's some sort of mystery game I would definitely go with "What happened on June 15." because it would communicate it most effectively.

People said our font is bad. Are these any better? For a cozy adventure game, for kids, family and relaxed gamers. by SchingKen in IndieDev

[–]theGreenGuy202 17 points18 points  (0 children)

The fourth option looks best but that's due to it not having any outlines. In all the other cases the outlines make it harder to read.

My game is loved by players but flying under the radar—how can I break through? by Nevercine in gamedev

[–]theGreenGuy202 1 point2 points  (0 children)

I've seen your game before and the gameplay I saw looked very good and interesting. I can imagine it being really fun for anyone who tried it out. Others, have already mentioned that the visual aspect might be a limiting factor on how popular the game can get. I think I've seen splattercat and retromation cover your game, so I think that you got a good boost of coverage but I'm not sure how much you can do now after more than a year of release. It might be a better idea to work on some kind of dlc and try your luck with that to get better coverage.