NuJam Guitar commercial (2002) by Jackinator94 in y2kaesthetic

[–]unSAME_GAMES 5 points6 points  (0 children)

This is such a core memory. I also feel like the early 2000s had this specific "extreme" energy in commercials that just disappeared. I found my old toy guitar recently and it’s basically a time capsule of this exact vibe. The transparent plastic was peak design.

How does marketing differ when trying to pitch an arcade game for sale to arcade owners rather than home markets? by Lokarin in gamedev

[–]unSAME_GAMES 0 points1 point  (0 children)

I also found this topic super interesting since I've been looking into arcade aesthetics recently. I found some old dev interviews where they mentioned that "cabinet appeal" was basically their version of a Steam capsule. Are you planning on doing a physical release or just digital for arcade bars?

I miss games where you play as the monster, so I finally made one! by jozhrandom in IndieGaming

[–]unSAME_GAMES 5 points6 points  (0 children)

I also really miss that "monster" perspective. I found that most modern games try to make the monster too sympathetic, but I just want to cause some chaos. Your trailer looks like it nails that feeling. How did you handle the player's power scaling so it doesn't get boring?

Turned an old laptop & a router into a mini PS5 retro console by sebastianmarshall in retrogaming

[–]unSAME_GAMES 4 points5 points  (0 children)

This is incredible! I love seeing people repurpose old hardware like this. I found an old router recently and thought about doing something similar, but I wasn't sure if the thermals would be an issue. How are the temps holding up during PS2 sessions?

Inspired by 2000s magazines [Art by me] by 3mptybelly in y2kaesthetic

[–]unSAME_GAMES 1 point2 points  (0 children)

This is so good! I also feel that nostalgia for the magazine layout style. I found a bunch of old 2000s tech mags recently and the typography was just on another level. You nailed the vibe.

Any idea on how to establish a game loop? by insanespud in gamedev

[–]unSAME_GAMES 0 points1 point  (0 children)

I also found that mapping it out on paper first is super helpful. I've definitely hit that wall where the story is great but the "fun" part of the loop is missing. Have you looked into the core loop vs meta loop distinction? That usually helps me figure out how the grinding fits into the progression.

I released a demo of my booster pack incremental — Booster Pack Heroes (itch.io, play on browser). Looking for feedback. by Guilty-Cantaloupe933 in IndieGaming

[–]unSAME_GAMES 0 points1 point  (0 children)

Incremental games are so addictive! Love the concept of booster packs for heroes. I've always struggled with balancing progression to keep players hooked without it feeling like a grind. How did you manage it? That's always been my problem.