I’m going to stop sounding like a marketing robot and be more candid
I worked rlly hard on this cute lil game for the past year, I wanted to remake how I felt playing the Wii back when I was 10
If you like raccoons and/or 3D platformers, consider checking it out
fun to see how RED+WISH's prototype became my current project. definitely planning on returning to this concept someday (it is my dream game after all)
I’m going to stop sounding like a marketing robot and be more candid
I worked rlly hard on this cute lil game for the past year, I wanted to remake how I felt playing the Wii back when I was 10
If you like raccoons and/or 3D platformers, consider checking it out
Happy Halloween~! An update adding 4 new costumes, decorating the hub world, and bug fixes is now live for Pilfer! Plus, 20% OFF for the week of spooky szn 🎃
Made a short post-mortem about Pilfer
TLDR:
- don't mimic an existing game
- a well-made game isn't enough, you need a "hook/catch"
- shorter, focused, and cheaper experiences are more appealing for you (the dev) and players
gamedev communities on Reddit and YouTube are obsessed with adhering to past designs, creating “commercial games”, obsessing over player friendly game design… nah, make weird stuff!! make your dream game only 5 people will play!!
seeing the new Zelda game makes me happy to see the idea of using enemies as allies in real time combat again... played the heck outta FromSoft's Lost Kingdoms which I still think is peak
I am trying to get better at level design this time around. Pilfer had 40+ course-clear levels of varying quality. My next game has 5 large zones with some “linear” stuff thrown in. I actually tried to make collectathon type open worlds for Pilfer, but they never felt right,-
I finally got a job after being unemployed for more than a year, and applying for 6 months straight :) unfortunately it’s not in game dev, maybe it just isn’t meant to be, but I’m grateful to not struggle as much anymore!!
Thinking about how most platformers utilize bhopping or sliding as a way to conserve momentum. I wonder if trying some (jank) third method could be fun, and how that would even look
my experience in games industry ⬇️
Didn’t have a degree, rejected
Got a degree, rejected because no game portfolio
Made a commercial game, rejected
happy to be an indie dev :)
If you're an
#IndieGameDev
, do you also feel a little guilty when taking breaks?
In a normal job, I'd love a few days off, but for some reason it's different when it's your own game 🤔
Goals for 2022:
- learn 2D art
- release another small game
- playable demo for my large project
- gain a YouTube presence
Busy year indeed 😵💫
#gamedev
#indiedev
#NewYear2022
I’ve found wayy more inspiration and confidence as a gamedev/artist once I realized to stop viewing my game as a product and just make art/games for the sake of my own enjoyment. it’s freeing
playing thru Signalis and having a blast! I always liked horror media but was a wimp to play horror games - Crow Country was a nice horror-lite intro to the genre and I’m trying to myself ramp up into more “intense” stuff
It would be cool if devs had more time to share insight on how and why they made the games, but that’s ok we need more time for celebrities and fortnite sponsorships!!
so I am taking time and learning for this next one. I subtracted in some parts (way less level gimmicks, simpler art) but focused on other stuff (big moveset, big open levels w multiple paths). I’m also making it a lot harder, so sorry if that’s not your jam.
It’s so weird - Pokémon SV does have soo many bugs and performance issues. Yet, I find the core gameplay to be really fun and can’t stop playing. I do wish trainer scaling and PLA Pokédex challenges were in the game though.
The state of 3D Platformers is abysmal bro.
Legit only Mario/Kirby & Sonic are TRULY relevant to the public and this is gonna make things worse…..
Losing Crash & Spyro when they made such a good comeback and this fucked it all😭
Lately I’ve really been getting stuff like ICO, Hylics, Suda51, Tunic, Journey, Sephonie... The weird and wonderful that put their art first, and the player second (if that makes sense?). I think it’s something I want to emulate in my next game