What's crazier is that, given the state of the industry, I've heard of even worse terms than what you listed.
"Come to us when you have metrics" has become "we only fund guaranteed success" nowadays.
What's crazier is that, given the state of the industry, I've heard of even worse terms than what you listed.
"Come to us when you have metrics" has become "we only fund guaranteed success" nowadays.
Awesome, good to hear. I've heard good things about Godot but haven't spent time with it yet.
Currently working on a number of different things on different platforms: Mobile, Steam, and even Roblox. It's a fun time in game dev given how AI tools can eliminate some of the drudgery.
This is dangerously close to a real merch plan. Puzzle players will absolutely tolerate an official notebook if the game is good enough.
Yeah, the hidden-fee part is the real stomach drop. A rough rev share is one thing. Surprise marketing/dev charges can quietly wreck a small studio.
I wouldn't call that lazy then I'd call that smart. :)
Autoplaying both sides until something weird breaks is honestly elite testing. Self-play always finds the gremlins way faster than manual runs. Has it surfaced one bug already that you probably never wouldโve caught by hand?
Welcome! Dev logs from people learning in public are always fun to follow. Are you starting with something tiny first or jumping straight into a bigger Godot project?
This is painfully real. CTR swings feel like weather sometimes. One thing that's helped us: test the first 1.5 seconds of footage and title hook as a pair, not separately.