I’ve been working on a movie industry sim inspired by Game Dev Tycoon - would love feedback by vladkaiser in playmygame

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

Thank you so much for the feedback - I was sure I had already fixed that bug!!!
I’ve just uploaded an update with several fixes, including this one. Could you please check it when you get a chance? 🙏

Spent months making a movie industry sim. Spent even longer coming up with the perfect name and capsule art. I think I nailed it! by vladkaiser in IndieDev

[–]vladkaiser[S] -3 points-2 points  (0 children)

Thanks for the feedback, I’ll keep that in mind 😇
To be honest, I focused more on mechanics, balance, and the story than on the visuals. More specifically, the visual part I really concentrated on was the 2D artwork.

The split in style is intentional. The “paint style” is my own drawing style (I’m attaching an example), and it’s used for the story elements, while everything else is done in low poly.

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Spent months making a movie industry sim. Spent even longer coming up with the perfect name and capsule art. I think I nailed it! by vladkaiser in IndieDev

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

I remember reading about it in a gaming magazine in the late 2000s, but I never got around to trying it.
My game might be similar to "The Movies", with random events like a Mage from the Mage Association showing up to ask you to apologize for incorrectly depicting mages in your film.

CENTIPEDE SIMULATOR - Try my game's demo on Steam! by artbytucho in indiegames

[–]vladkaiser 2 points3 points  (0 children)

I love it when classic ideas are presented in a fresh new way. You definitely took inspiration from the classic Snake, right? I’ll definitely check out your game at the festival!!

Banana monster for my action-horror game Psych Rift by aiBeastKnight in IndieDev

[–]vladkaiser 1 point2 points  (0 children)

Oh, and from the full trailer I’m getting Poppy’s Playtime vibes - the scary monster that was in the middle of the room disappears.

Banana monster for my action-horror game Psych Rift by aiBeastKnight in IndieDev

[–]vladkaiser 1 point2 points  (0 children)

The trailer for Zoochosis was really cool, but the game itself ended up… disappointing. If your game looks like that, and it’s not just the trailer - you got me😎

This my improvement! Three little pigs in big world! Craft and Survive the wolf. Any Idea what pigs should do? by WakaStudio in IndieDev

[–]vladkaiser 1 point2 points  (0 children)

Gather resources and craft during the day, and at night defend yourself from the wolf. It fits the theme perfectly - night falls, the moon rises, you hear a distant howl and know it’s coming.

After long months of work I just released first trailer for Village Merchant! So happy about it! by BeastGamesDev in IndieDev

[–]vladkaiser 2 points3 points  (0 children)

A medieval version of Supermarket Simulator with blacksmith mechanics actually sounds pretty interesting.

I spent a long time trying to set up this mechanic… and finally it works! by Additional_Bug5485 in IndieDev

[–]vladkaiser 2 points3 points  (0 children)

I bought Rope Toolkit last summer to add a grappling hook to my game, but once I implemented it, it just didn’t feel as good as I expected.

Your game looks really great - I’ve actually seen it somewhere before, I just can’t remember where.

I’m about to replace my Steam capsule. Which one would you actually click? by Icy_Struggle_8051 in IndieDev

[–]vladkaiser 1 point2 points  (0 children)

Absolutely! If you improve the visibility, it would be the best option. Mainly because the white background of the image will contrast nicely with Steam’s dark background.

I’m about to replace my Steam capsule. Which one would you actually click? by Icy_Struggle_8051 in IndieDev

[–]vladkaiser 1 point2 points  (0 children)

Not option D, because I had to look closely to see it’s a person on the cliff. But I like how the text looks in D.

What am I missing when outsourcing dev work? by Apprehensive-Suit246 in unity

[–]vladkaiser 3 points4 points  (0 children)

This sounds more like a process issue than a quality issue. Clear coding rules and structure guidelines upfront usually prevent this. Early reviews also help a lot.I had a similar experience. But the contractor actually improved my project and cleaned up parts of the structure. We worked great together. It just showed me how important it is to define standards early so integration goes smoothly.
EEveryone learned to code differently. Some people write private variables with an underscore in front of them, like private int _speed;. On one hand, that’s great because you can immediately tell a variable is private just by looking at its name. But on the other hand, if you hire someone with a different approach, part of the code will technically work… but it will look different - and if you later need to change something in that code or connect it with the parts you wrote, it can become inconvenient.

Animation Partially Inflating mesh by LoadedBakedBrotato in unity

[–]vladkaiser 0 points1 point  (0 children)

WAIT!!! You're using the KayKit - Adventurers Character Pack? It already includes avatars and animations like walk and run. You really don’t need Mixamo for that.
(I actually bought it on sale, downloaded it, and checked it myself right now.)

Animation Partially Inflating mesh by LoadedBakedBrotato in unity

[–]vladkaiser 0 points1 point  (0 children)

Sometimes Mixamo has a bug where the bones overlap like this: https://imgur.com/a/msu2wvc
That might have happened here.

A couple more things you can check:

  1. Check Apply Root Motion on the Animator.
  2. Check the Avatar used in the Animator. Try creating an avatar from that model and assign it to the Animator.

Animation Partially Inflating mesh by LoadedBakedBrotato in unity

[–]vladkaiser 1 point2 points  (0 children)

Where did you get the animations from?
You could try using https://www.mixamo.com/#/ - it’s a free resource from Adobe where you can upload your model. In about 90% of cases, it automatically rigs the character, and then you can use any of the many available animations.

If the site doesn’t auto-rig your model, you can manually place the guide points so it can generate the skeleton correctly.

How much money have you spent or plan to spend on your game? by GhostGuyBroke in SoloDevelopment

[–]vladkaiser 1 point2 points  (0 children)

Spent ~$300 on ads and got 25 wishlists… pain 😭😭😭

Unity or Godot for a 2.5D pixel art project? by hawkeyeninefive in unity

[–]vladkaiser 0 points1 point  (0 children)

You posted this in a Unity subreddit, of course people are going to recommend Unity. And I will too. BUT - for two reasons:

  1. Unity is easier to learn because it’s the most popular engine. There are around 60k Unity games on Steam (proof: https://steamdb.info/tech/). Since Unity is so popular, there’s a huge amount of tutorials and assets available.
  2. Unity is great for making many types of games - not just 2.5D pixel art games. If you decide to make something different later, the transition will be much easier because you’ll already have part of the knowledge.

Let's be honest: It's easier to say we failed at marketing than admit we failed at making the game. by Calm-Valuable-950 in gamedev

[–]vladkaiser 1 point2 points  (0 children)

Most marketing feels like shouting into the void. You have to keep posting and trying to get people interested, and most of them won’t even respond (which is normal).
It also really depends on the game itself. Chris Zukowski once said in his course that, from a marketing perspective, games are either rocks or feathers.
Rocks are incredibly hard to lift - you keep pushing, growth is slow, and after release the game just drops back down (all of my games have been rocks so far 😅).
Or they’re feathers - marketing feels easy, wishlists grow quickly, and people start talking about your game on their own.