If I do that I can add "with ideas by Hugo Award winning designer" in the promo art right?
If I do that I can add "with ideas by Hugo Award winning designer" in the promo art right?
Let the record show: I started work like a week ago on that, I didn't steal the idea I promise
I'm prototyping a chess-adjacent game with level ups right now and I swear I almost had a heart attack reading your post
It is time! If you are involved with #GameDev, this pack is for you! The last one filled up in just over 48 hours, so get your spot while it's hot!
#GameDev #SoloDev #IndieDev #GameAudio #GameArt #GameDesign #Godot #UnrealEngine #Unity #Blender #Gaming #IndieGames #Python #3DArtists #PixelArtists
Thanks! ๐
Hi! Is there still space for a godot indie dev?
When researching indie game marketing sometimes you come across the phrase that your game has to have "it" to succeed with social media. This game definitely has "it"
#indiedev
Nice! Assuming that you're using WASD movement in the video, have you considered also allowing click-to-move like in old school point and click adventures?
Absolutely hyped about a game idea I prototyped the other day. Surely this one is gonna be actually finished and released. For real this time. Maybe. Definitely.
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Gotta play h3, throw em off, establish dominance
I really liked Jusant! Its one of those innovative games that center around a new mechanic but also that doesnt get boring after a while. Also the vibes are just on point
Look, I am already producing failed Balatro runs at an unprecedented rate, I don't need to automate that!
I finally got into Balatro this week and listened to a great podcast by @trentkusters.bsky.social discussing the game's development with @localthunk.bsky.social in the car today. He mentioned some really interesting points, so I guess I'm just gonna try how threads work on here:
#indiedev #gamedev
other platforms is largely a welcoming one and that sense of connection can help each of us in our journey making games.
Anyways, go listen to the podcast, it's great! Thanks to @trentkusters.bsky.social for the great interview and to @localthunk.bsky.social for the great insight!
And for that the connection to other developers is also important I think. LT talks about how great it has been working together with other game developers to get the different card art types into the game and how welcoming they have been. Our little community, be it here on bluesky or on various
the parts I found most interesting in the whole podcast, as in my opinion this step is crucial. We work on our games so much that it is easy to define yourself via your game. We need to set boundaries for ourselves and realize that mental health is more important than any development project.
is worth it even at an early stage as you can easily experiment with certain features or even cut them completely. However LT also talks about needing to set boundaries for yourself and your interfacing with play testers and the community in general, especially as a solo developer. This was one of
important to broadly keep going in that direction, but when players don't like part of a game we sometimes have to admit that we might just be wrong.
3) In that sense LT also talks about the fact that if he were to do it again, he would involve more play testers earlier. In the end that feedback
multiple players that we as designers need to admit to mistakes even though we think we have the best interest of players in mind. I thought this was really interesting because in the end we make games to be played. Sure, we might have a vision of what we want the game to be and its definitely
very strict idea in our heads of what we want our games to be. But sometimes we need to be surprised by the opinion of the people playing the games. The same goes for critical feedback. LT mentions that he would listen to feedback from play testers and when a card or a concept doesn't work for
easily get the concept of a game and start playing.
2) LT also talks about the fact that for a long while he thought that the game wasn't fun. And so LT talks about being surprised when a friend mentioned that he had played the prototype for about 40 hours. As game designers we sometimes have a
are some cultural staples in video games and beyond that enable players to easily connect with a game once they start playing. The concept of a playing card is widely known and together with the concept of a poker hand lets people that otherwise don't easily connect with games, let alone indie games
1) LocalThunk talks about how Balatro started out as a homebrew version of the card game Big Two and then sort of morphed into a single player game after a while. Making a unique never-seen-before game type can be a goal for some of us indie developers and so sometimes we tend to forget that there
I finally got into Balatro this week and listened to a great podcast by @trentkusters.bsky.social discussing the game's development with @localthunk.bsky.social in the car today. He mentioned some really interesting points, so I guess I'm just gonna try how threads work on here:
#indiedev #gamedev
Sounds great, looking forward to that!
Oh wow, that looks great! Are the head controls separate from the movement controls? Or do you have some sort of dynamic movement target that moves towards the head direction?
Nice, welcome!
After a few days on bluesky I have to say that being on here as a #indiedev feels like being part of a community again after the other site went bad.
The starter pack by @ramiismail.com and his and @trezy.codes's introduction posts helped get in touch with so many other great indies!