▲ 304 r/retrocgi

some more screenshots from my game

just a game i develop. Godot engine

u/_4rch1t3ct — 13 days ago

Instagram Reels vs TikTok vs YouTube Shorts: my results after 3 months

Hey everyone, wanted to share my results from posting same short videos across Reels, TikTok, and Shorts.

I started all 3 pages from zero around 3 months ago. No followers, no paid promo, no ads. Everything is pure organic, not a penny spent on marketing.

The content I’m posting is mostly devlogs, clips, and short updates from my game. It’s not just low-effort clips either, I’m really trying to put effort into making these videos feel right, with the proper vibe, visuals, pacing, audio, etc.

The game is My Beautiful Faraway, a psychological walking sim with puzzles. It mostly catches attention through its art direction and visuals, and I’m putting a strong focus on that. link in case anyone wonders

Instagram is the best so far. Almost 1 million total views and 10.7k followers. Multiple videos hit 100k+ views, and some even went over 200k. It also gets the most interactions, comments, and feedback. The trial feature has been extremely helpful too. It gave me almost half of all my views and followers by simply reposting the same videos.

TikTok. 206k total views and 1.7k followers. One video hit 128k views, but most others are stuck around 2k–9k. Many are also dead on arrival, getting only 100–300 views. The audience also feels a lot younger and less fitting for my game, to be honest.

YouTube is the weakest. Not a single video got above 1.4k views. 130 followers. I don’t really have enough data to say anything definitive, but that’s how it’s going for now.

Curious to hear what other devs have experienced. Which short-form platform has worked best for your game?

u/_4rch1t3ct — 20 days ago

Finally, i just 100%’d my own game demo

Jk jk, I’m the dev. Just added Steam achievements to my solo-developed game and had to test them.

u/_4rch1t3ct — 21 days ago
▲ 56 r/godot

Not sure how many people actually need this, and I’m not claiming this is super clean or optimal code, just something practical that worked for my case. Maybe it helps someone else avoid the same mistake.

Early in my project I didn’t really think about optimization and ended up placing a few hundred trees and bushes as separate nodes. At some point I realized the draw calls were getting unnecessarily expensive and that I should’ve been using MultiMesh instead.

The problem was that I had already placed everything across the level with different scales and rotations, so replacing it all by hand would’ve been a nightmare.

So I made this small tool script tha collects MeshInstance3D nodes under a target root, groups them by mesh and converts them into MultiMeshInstance3D nodes (preserving all transforms). Optionally merges and recreates collision shapes in a single StaticBody3D.

gist: https://gist.github.com/arch1t3ctt/02c7488738277d251045b8a2e4798989

u/_4rch1t3ct — 2 months ago