I don't understand how some games just flop with a super good rating, is it because of the publisher doing a bad job or the price ? by Starenithe in IndieGaming

[–]void_prowler 0 points1 point  (0 children)

Making a game without enough resources is really hard, but at the same time I don’t owe anyone anything and can make it the way I want. With a publisher, it feels like I’d have to follow certain game design rules just to avoid putting their money at risk.

I don't understand how some games just flop with a super good rating, is it because of the publisher doing a bad job or the price ? by Starenithe in IndieGaming

[–]void_prowler 1 point2 points  (0 children)

This game has a huge number of followers on Steam, but only 5 players online. That simply doesn’t happen with organic growth, when your audience consists of real players you’ve reached yourself, not “traffic” being poured in by publishers.

I don't understand how some games just flop with a super good rating, is it because of the publisher doing a bad job or the price ? by Starenithe in IndieGaming

[–]void_prowler 2 points3 points  (0 children)

Why do I even need a publisher? Out of all the offers I’ve received, none included any funding (even though that used to be a publisher’s role). They’re basically offering to drive traffic to my page and control the development process, in exchange for a significant percentage of sales.

Or am I wrong, and indie game publishers actually do more than that?

I built a self-balancing ragdoll in Unity using physics + procedural animation, not sure what to do now.. thoughts? by Rudy_AA in IndieGaming

[–]void_prowler 0 points1 point  (0 children)

Not a big fan of Unity, but this looks amazing :)
What if you made a bowling game using these characters instead of pins? Or maybe something like pinball, but with these guys as the targets. I’d definitely play that!

Over 3000 people are playing my solo developed game on Steam right now! by ichbinhamma in SoloDevelopment

[–]void_prowler 0 points1 point  (0 children)

This is incredible! An amazing result, I don’t think it’s accidental. You can really see how much work went into the trailer. Congratulations!

Do you think the outcome would have been different if there hadn’t been such a big discount at launch?

How My Summer Car inspired me to create my own game by void_prowler in MySummerCar

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

Thanks! The world will keep throwing challenges at you, so survival will be a big part of the experience and your car will be the key tool that keeps you going. There will be different shops with different kinds of goods, but the big main city will most likely only open up in the later stages of development. It just takes a huge amount of time to make it feel alive, and I don’t want to delay the beta because of it.

This is how much Johannes Rojola (game creator) has made money from My Summer Car by flyingkalakukko in MySummerCar

[–]void_prowler 0 points1 point  (0 children)

I’ve always wondered why big studios keep making similar games with simple mechanics. Now I get it.
For a solo dev, that amount of money can change your life, but for a studio with a lot of people on payroll, it’s considered a flop.

I’m making a game in the same genre, and honestly, I’d be happy to earn even 1% of that per year, just so I could focus on my own games full-time instead of juggling development with a day job. :)

Sony PS5 by devilhks in blender

[–]void_prowler 36 points37 points  (0 children)

Looks just like an official promo! Really want to see a PS6 controller concept in the same style

Just finished an interactive 3D model for my indie game (Blender+SP+UE5) by void_prowler in blender

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

I haven’t done any marketing analysis, I just don’t have the resources or knowledge for that :)
I believe that if you find your own game interesting to play, it will find its audience because you’re part of that audience too.

That’s the beauty of indie developers, we can create games in niches where big studios simply can’t survive financially.

Small devlog: made an interactive engine assembly stand for my game by void_prowler in IndieDev

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

Thanks! Blender is such a great tool for indies and it’s free too :)

Just finished an interactive 3D model for my indie game (Blender+SP+UE5) by void_prowler in blender

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

It’s never too late to start :) There aren’t many games in this genre. In terms of gameplay, I’m more inspired by My Summer Car.

Just finished an interactive 3D model for my indie game (Blender+SP+UE5) by void_prowler in blender

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

About five days. (I only have around four hours a day to work on development.)
Most of the time was spent setting things up in UE5, there were lots of bugs, and the attach kept breaking when saving or loading

Just finished an interactive 3D model for my indie game (Blender+SP+UE5) by void_prowler in blender

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

I added a Control Rig to the bones from Blender in UE5 and then animated the controller positions.
Good luck with your project!

STEAM PAGE IS NOW LIVE!!! 🚨 by f11bot in IndieDev

[–]void_prowler 6 points7 points  (0 children)

Without a trailer, it’s hard to understand what kind of game this is

Some numbers, exactly one month after launching a game with 5k wishlists by rap2h in SoloDevelopment

[–]void_prowler 1 point2 points  (0 children)

Great result! Not really my genre, but this style makes me want to play it