u/GamingWithMyDog
Felt like making a jeep and seeing how far I could get in the Terrain Course with no major adjustments
I didn't edit this video or speed it up, so if you cut to about half way, It shows taking the jeep to the Terrain Course. Then I try to scale the first major incline and have to make some minor adjustments but finally make it
I’m taking the player through the hidden aspects of the game
My game is based on an editor and from day 1, I kept simplicity in mind. I want my editor to feel fun and draw players in without overwhelming them. Essentially the player can craft a sophisticated 3d car with the feeling they’re drawing a low res pixel art painting.
There’s a lot to the app though. This screen reveals 3 hidden aspects. Blueprint mode which is like car creation coloring book. Tutorial which was only highlighted in options before. And the fact that when a player makes a car, it gets save to this town setting where they can see all their cars drive around
Anyone willing to check this out and let me know if you feel relaxed entering the experience?
Shape custom cars by drawing them in side view
Feels like drawing with pixels but your work actually shapes a 3d car. Then add weight, color, change the wheel size and watch it race
Try putting all the weight in the back and watch your car do a wheelie down the course.
Put all the weight in front of your wheels and watch your car topple forward (shape your car like a circle and watch it summersault the entire hill)
Circuit track,
Downhill race,
Terrain course,
Puzzle mode,
Foxel Town (where you can share your car with everyone)
If you’re going to make a game based on popularity, just make viral content instead
If your goal of creating, is to do market research, try to time the market, watch all the videos about what the hot trend is, then just speed this process up. Make viral videos, shorts even.
This’ll give you more feedback much faster. You’ll begin to grasp the marketing concepts. You’ll see what engages people. You’ll still be creating things based on what you perceive others to want but you’ll get so much more examples to teach you.
Honestly, I wonder what the profit would be after 2 years if someone started development of video content vs games. The world’s attention span is very short and getting shorter by the day. After 2 years you could have 1-5 games? Or thousands of videos and a monetized channel
I don’t say this to be discouraging. I’m completely invested in game dev. I’m just saying to help people obtain their true goal. If your goal is viral content, go to the source. Otherwise don’t kill yourself making games you don’t actually like just because they’re trending
Big update to my voxel car crafting game. Feel like I'm getting better at showing them
Hundreds of unique voxel cars drive around in an endless parade
foxeltown.comI have a segment on my gaming channel where I interview indie game developers. I’d like to do some interviews telling the details of their game release good or bad. What worked, what they wish they did differently.
The channel is small but I turn the interview into several clips/shorts which amount to at least a few thousand views and I really try to highlight the game everywhere I can. I’ll drop the game logo sequence
If you’re interested, awesome! DM me. If you’re not ready, please consider subscribing to the channel to support and ping me in the future if you’d like to be interviewed
I’m a game developer and I’ve recently been following social media influencer feedback for things like videos. When a video fails, the feedback is similar to games in which users berate the creator with statements like “just make a better video” or “make a quality video and people will watch”.
Problem is in the video space, “quality” is greatly subjective. Short form content is spreading like the plague and superstars in the space are making millions with something the community refers to as “viral brainrot slop” so when feedback suggests “make a quality video” who knows if they mean spend time making it presentable? Or copy viral slop trends.
My question is, is this the future for indie games? When suggestions are “make a good game” what does that mean? I didn’t play Concord but I wouldn’t claim the production is lazy. Seems like a very polished game the community flat out rejected. Did they reject it for short form brain rot slop?
There’s a big move away from dexterity based games for turn based strategy games. A huge trend in indie games is card games. A lot of luck based elements. Cant help but wonder if players in the culture have discovered something Las Vegas has known for a century, fast easy addictive gambling mechanics?