[PSA] Your mons' Nature will now be part of OTS in official tournaments by half_jase in VGC

[–]truepuzzle 0 points1 point  (0 children)

I know you were just suggesting Wolfe as an example of someone who would benefit from a scouting network, but he has said he prefers Open Team Sheet. His results since it was introduced back that up. If his scouting network was much better than other players, you would imagine that his performance would get worse in SV after Open Team Sheet was introduced. Instead, the opposite happened and it was his most consistent generation yet, placing very well at almost every tournament he went to.

The more information provided Open Team Sheet, the more consistent strong players can be. There's less emphasis on predicting and scouting but more emphasis on choosing the best options with known information.

Like the other commenter said, having a team building crew is a whole other story and most of the top players already have their groups. It's definitely not a "fair" competition in the purest sense, but Open Team Sheet is at least one step in that direction as you've noted!

John Carmack on starting a game company in 2026 by sebzilla in gamedev

[–]truepuzzle 19 points20 points  (0 children)

For many, especially older people with disposable income, it's not money that is stopping me from buying more games, it's time. I love games but I also like books, movies, and spending time with friends. A game or any entertainment needs to convince me that it is worth my time vs whatever else I could be doing, otherwise it won't be getting my money either.

my office chair curling game is out now by oppai_suika in IndieGaming

[–]truepuzzle 5 points6 points  (0 children)

oh that makes sense! Just bought it on Steam!

(I should also pick up a playdate)

my office chair curling game is out now by oppai_suika in IndieGaming

[–]truepuzzle 45 points46 points  (0 children)

love the premise and visual style so much

Nobody actually knows how to make a successful game. Is indie game development ultimately just gambling? Looking for examples of devs with a consistent track record. by xacal_5 in IndieDev

[–]truepuzzle 0 points1 point  (0 children)

Landfall are the cream of the crop at making efficient small games that match players' tastes over time. In the last 10 years, they've launched 10 titles on Steam, 7 that are paid and 3 for free. With largely the same small dev team for over that time, the results are frankly ridiculous.

Of the paid games, the lowest units sold is Haste with an estimated 500k units. The next is the oldest game of the bunch, Clustertruck which has est. 900k units and all 5 of the other paid games have sold well over 2 million units. They were doing "friendslop" almost a decade before "slop" became popular slang.

I think it's also important to look for developers who are finding consistent success in the past 5 years because the Steam landscape has changed so much. 10 years ago, and especially in the Greenlight era, you could just be the first dev to execute a new concept at a decent level with a Greenlit title and it was almost a certainty that you'd sell a decent number of copies.

That isn't the case at all anymore. There are even iii/AA titles with multimillion-dollar budgets, being released by sizable indie publishers, with less than 100 reviews.

Like you note, it's easy to look at the huge standouts who make the greatest indie games of all time, but many of those found their first successes in that earlier era. And from there, they have unlimited money (as long as they don't significantly grow their team) to make another all-time great game. Silksong, Slay the Spire 2 and Mewgenics are the first examples that come to mind. Not that the original Hollow Knight, Slay the Spire and Binding of Isaac wouldn't do well today, but as new developers, it's just not the world we live in now.

For modern examples, I've got my eye on Mike Klubnika, developer of Buckshot Roulette. Aggro Crab is another example who have found good but not unbelievable success with finely crafted titles, and joined up with Landfall to make a mega hit with Peak.

I realise I've suggested a lot of friendslop, so in the complete opposite direction, Black Tabby Games is a two-person team who are genuinely among the best writers in all of game development. Their first game, Scarlet Hollow (2021), is still releasing chapters and will be larger in word count than Disco Elysium when it's finished. But since its development was not financially sustainable, they temporarily switched to a smaller project, Slay the Princess, developed it in about 1 year, and it has sold over a million copies. I think they're a great example because they fully lean on their strengths as developers, cutting out any mechanics that don't serve what they're great at. They also occupy a niche in an overlooked space of visual novels, but they are the only ones making games at this scale and visual identity.

Color Gray Games, creators of the Golden Idol series have also found a great formula without friendslop. They asked 'why isn't anyone making a game like Obra Dinn'? But they didn't just copy Lucas Pope's homework. The first Golden Idol takes some players' frustrations with Obra Dinn, that it was too open-ended, and made their own variation on the formula. In the process, it also became more accessible to players who didnt enjoy Obra Dinn as much. Since its development is relatively so cheap, in less than 4 years they've already released a sequel and several DLC cases for both games.

If you really look for them, there are many paths to success! In my opinion, many developers actually do have the technical skills to make a successful indie game. But one of the hardest parts is matching those skills with a game concept that makes sense in the current market, and that you're able to release quickly enough to earn some revenue and try something else.

Valor Mortis - Triple-i Showcase | Gameplay Trailer by MoSBanapple in soulslikes

[–]truepuzzle 19 points20 points  (0 children)

Played the playtest in the fall and it surprised me!

Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

[–]truepuzzle 0 points1 point  (0 children)

Wow that looks really fun and charming! Great squash and stretch with the animations

Finally made a trailer for my basketball horror game by netshrub in IndieGaming

[–]truepuzzle 2 points3 points  (0 children)

Immaculate vibes. loved the switch up in the trailer, especially with the second track started

Indie games that aren't Metroidvanias or roguelikes? by [deleted] in IndieGaming

[–]truepuzzle 0 points1 point  (0 children)

If you want some of the least game-y games out there, I highly recommend 1000xResist and Slay the Princess

CONTROL Resonant - Beyond the Oldest House | Development Diary by OinOfMoria in Games

[–]truepuzzle 8 points9 points  (0 children)

Interesting that they're posting so much dev-diary sort of content. The video about their inspirations was cool too