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    Tuesday, August 25, 2020

    A game developer's guide to Steam wishlists. If you are planning on releasing a game on Steam then you need to pay special attention to how you will generate wishlists and not just rely on the algorithm to do the work for you.

    A game developer's guide to Steam wishlists. If you are planning on releasing a game on Steam then you need to pay special attention to how you will generate wishlists and not just rely on the algorithm to do the work for you.


    A game developer's guide to Steam wishlists. If you are planning on releasing a game on Steam then you need to pay special attention to how you will generate wishlists and not just rely on the algorithm to do the work for you.

    Posted: 25 Aug 2020 03:57 AM PDT

    A graphics breakdown of the environments in Thousand Threads

    Posted: 25 Aug 2020 09:24 AM PDT

    We had a free web demo for over a year and got 17k wishlists before our Steam early access launch

    Posted: 25 Aug 2020 08:17 AM PDT

    We had a free web demo for over a year and got 17k wishlists before our Steam early access launch. Beat Blast was Created at the 2019 Global Game Jam. Since then we have had a free web demo up on itch.io. The demo got a lot of traffic driven by youtube videos. This post is just about our external web demo and how our first week of Steam went. If you have any other questions I'm more than happy to answer in the comments.

    Web demo page for reference

    Steam page for reference


    The numbers:

    17k wishlists before Steam Launch (as of Aug 14)

    1k Steam sales in the first week. $9k (net)

    6% conversion. We got 6% of our wishlist number as sales

    150k itch.io web demo plays (this is not unique players), 210k page views

    1,200 Discord members

    1.5M youtube views (from several videos combined)

    How we frame these numbers. This is a part time project by two main devs, a musician and a part time QA tester. We all have full time jobs. This is our first PC game. We don't have a publisher. We plan on working on the game for another year in early access.

    We did not pay for any marketing to achieve most of these numbers. We spent $2k(Canadian) during the final two weeks before launch on google ads, reddit ads and six youtuber videos (2 youtubers were Brazilian, more on that later). This gave us another 1k wishlists before launch.


    Why web demo? We wanted the least amount of barriers between the players trying the demo. Our game was simple enough to play on the web and we didn't want downloading a file to deter some players. We also wanted to drive external traffic to Steam, to hopefully make the Steam algorithm like us (an experiment and gamble). The three main things we wanted from the itch.io demo were player feedback, build a Discord and get wishlists.

    We have not done a Steam demo up to this point, we might later. Maybe its dumb not to. But I wanted to present this data before doing a Steam demo. Maybe the external web demo is driving more external traffic? We are still averaging 300 plays on our web demo a day (the demo has a 94% rating). Got 1k plays on the web demo on the Steam launch day.


    Demo and youtube traffic images

    Was it a success? We had two youtubers make several videos about our game. They both made three videos. Alpha Beta Gamer: makes videos of game demos, for a total of around 300k views between three videos. Windy31: a Russian youtuber, made three videos, for a total of around 1m views. We also had two fan made videos get 80k views each. (Thank you to everyone who made videos)

    This was lucky, but the demo gave us the potential for people to stumble upon it. These youtube videos started about 14 months after the demo first went up in January 2019. We gave ourselves a lot of time to get lucky and to make the game better. A small but polished game loop. At one point we had 15k people play our demo in one day. That's because two of the youtube videos previously mentioned went up within a 24 hours window.


    Conversion Rate: We got 6% of our wishlist numbers as sales. Word around town was that as an indie you needed at least 10k wishlists before launch. Okay we had that (17k) but were the itch.io demo wishlist worth less? A lot of our wishlists were Russian from that youtuber and we still haven't done any localization (stupid, but it is what it is, the game is still early access and there is very little type)

    1k steam sales, 110 refunds (10%) in the first week. (435 sales day one) Traffic fell off significantly after the first week, as expected.

    $9k(Canadian) (net, not subtracting steams %)

    92% positive Steam rating

    159 Russian units sold. 79 Brazilain units sold. (we spent $800 on 2 Brazilian videos for over 100k views) No localization yet. This was not very good, but those videos gave us another 1k wishlists.

    + 1k Steam wishlists in the first week


    Conclusion: 1k units sold in the first week for a revenue(net) of around $9k(Canadian). Steam still needs to take their % from this. So, early access game, first PC game, no publisher and we made around 9k in the first week. We are pretty happy with this, we plan on working on the game for another year. We have full time jobs so we don't currently need the money, we will be re-investing it into the game.

    Maybe the external demo is driving more external traffic after the first week? It forsure got our wishlists to 16k. Will probably do another post a few months down the line to give a better perspective on how its driving traffic to Steam. Just wanted to get this out (and shamelessly get attention for the game….)

    Having an external demo gives the chance to get organic youtube videos made of the game. The demo doesn't need to be a web browser game. This might work for indies with no fan base or buzz. This is all pretty niche but might be useful to some smaller indies who are looking to build a community before going into early access. So when most developers are using early access to build a community we already have a small one. It's sort of a free itch.io early access before the paid Steam early access. Down side, the demo's rough edges could have pushed some players away. No way of knowing those numbers.

    Hopefully this taught the Steam algorithm in our first week in early access that our game has potential and made a little money. Along with driving lots of external traffic to our Steam store page. Another year of early access ahead of us, wish us luck! Haha

    There is a bunch more to say like, strategy for the demo itself, design, more detailed pro's and con's, but I'll stop here. If you have any questions feel free to ask. Maybe some of this data can be helpful to some other indie devs. Thanks for reading.


    TLDR: A web demo with a hook. Youtubers made videos of the demo, we got lucky. A mixture of youtube videos got over 1.5m views, those viewers then came and played our demo. We had Steam and Discord buttons under our web demo. So after players enjoyed the game they could easily wishlist and join our community. We got 17k wishlists before launch, 1,200 Discord members. In the first week we sold 1k copies. For a wishlist to sales ratio of 6%. So $9k (net) the first week of early access. A good start for a part time team, not amazing, these numbers probably look like nothing to a lot of people, but for our first Steam game we are happy so far. Still another year of early access to go.

    submitted by /u/bray222
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    Projectile Trajectory Tutorial (link in the comments)

    Posted: 25 Aug 2020 11:48 AM PDT

    Programmers: what were the worst bugs you ever had in your game, and how did you manage to solve it?

    Posted: 25 Aug 2020 09:47 AM PDT

    Have you ever experienced bugs that made you spend hours with debugging, but it eventually turned out to be a line that you forgot to comment, an engine/language specific thing, something that happened due to inadvertency or a wrong boolean condition? Tell your story.

    submitted by /u/GreenMage321
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    Any games where your not the main character

    Posted: 25 Aug 2020 04:37 AM PDT

    I'm doing some research on this topic as I have not really seen any games where the player plays as the side characters. Is this something players would be interested in role-playing as a companion or a servant?

    submitted by /u/WinRaRtrailInfinity
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    Harnessing the power of positive reviews

    Posted: 25 Aug 2020 12:45 AM PDT

    Is it normal to spend hours on small things?

    Posted: 25 Aug 2020 10:43 AM PDT

    It took a few hours (or at least it felt like it) just to make an NPC that wanders around a predefined box, practically from scratch. Maybe it's because I kept getting distracted. Maybe it's because I went at it bit by bit, trial and error. All I can think of is an incident where an experienced dev told another newer dev that 15 minutes to implement one move in a fighting game is "not acceptable". That guy would probably really hate me.

    submitted by /u/DoomTay
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    Best-of dev blogs

    Posted: 25 Aug 2020 12:09 PM PDT

    Not sure if this is the best place to post, but... One of my favorite blogs (Factorio Fridays) will no longer post regularly, now that the game is released. Which points to a common "problem" in following game dev blogs: most projects eventually come to an end.

    Some developers start new projects, but many close up shop so to speak. Below is a list of some of my favorite blogs active, slowed-down, or inactive - I would love if people could contribute their favorites as well!

    Or is there a good resource I can reference? Thanks!

    submitted by /u/OhNoRhino
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    How much legal work to start an LLC to independently publish your game?

    Posted: 25 Aug 2020 06:41 AM PDT

    I am working on an RPG and plan to self-publish through Kickstarter. Given the intellectual property elements, plus the contracts I'll be signing with artists, editors, etc, I am planning to start an LLC to manage the game. Is it worth hiring a lawyer to do this work, or can I use something like Legal Zoom to do it myself? Are there additional legal considerations that would make hiring a lawyer worthwhile?

    submitted by /u/HoratioAtTheBridge
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    The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners (from a game UI/UX guy)

    Posted: 24 Aug 2020 09:46 AM PDT

    The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners (from a game UI/UX guy)

    (Did this once, but apparently I'm very bad at cross-posting and Redditt'ing ::shrug:: )

    Shell Menu (Inventory) wireframe I designed for Wasteland 3 (inXile & Microsoft)

    The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners

    (this is a truncated version of one of my Blog posts - where I have lots of other UI UX guides!)

    -

    Of course I get it, you're Indie. Or switching careers. Or fresh out of school - or any number of legitimately good excuses. You've got a lot on your plate, and not nearly enough time to master one of the most complicated artforms in the modern world.

    I should know, I'm your friendly neighborhood 20-year UI / UX Designer / Director in games and apps (Microsoft, Electronic Arts, id Software, Activision, more indies and startups than I can count), and I run a 1-on-1 mentorship, too. Games, apps, websites; if it has a pixel, I've probably done some UX UI design on it.

    In the Covid-age of wanting to give back generously, I've put together some wise words (in the wisest format known: bullet points) to help every newbie, indie and Up-And-Comer avoid obvious mistakes… and make brand new ones of their own!

    A note to my fellow designers: Nope. I'm going to stop you right there. Yes, there are other ways, considerations, exceptions, blah blah blah to the guidelines I'm promoting here. This is meant for the non-designer; a sort of Survival Guide if you find yourself lost in a Bauhaus desert. These rules aren't meant to shape an incredible UI designer - just spare the world a ruinously terrible one.

    Bad Typography

    We'll start with the obvious. Oh beloved fledgling designer, your choice and use of the written word is stupid-bad. Some Graphic Designers spend the better part of their careers studying Typography, so there is little shame in being hot garbage when put to task. Nevertheless, your typographic sensibilities truly add or rob a project of its luster. Here are a few easy typography lessons to remember:

    • Pick a Sans Serif (fonts without the "fiddly bits"). They read better, especially on mobile

    • Work around 2 fonts: a Title font and a Body font. A title font should have some mild artistry and should be used sparingly as titles and subheadings. Your body font should be comparatively boring, and read well small and in dense paragraphs

    • As a guideline for beginners, pick 2 font sizes at most and stay consistent on all your screens. Optimally pick two sizes exclusively for your body font and one size exclusively for the title font. Determine an appropriate font size based on your worst-case text field on your worst-case medium!

    • Solve for long text fields by making sure most of them are double-lined. It's a simpler solution than something programmatic. Translating? German is often twice as long as any English equivalent, so work around the idea of things inflating at least by double.

    • When in doubt, left justify. Right justifying will get you killed in Art School, or worse...

    Horrible HUDs

    HUD design, like typography, is an ocean unto itself complete with pearlescent beauty and abyssal frights. Like I tell every mentee and dev team, "we'll be working on the HUD all the way up until we ship".

    And we do. Always. Every. Single. Time.

    Thus, having an awed appreciation (and primal terror) of game HUDs, there are a few things you can fix that'll make you read like a designer well beyond your years:

    • No thin lines! These are easily lost when the action heats up, and turn damn-near translucent on mobile

    • No red HUDs! Red reads as invalid or conditional, and you'll have a Sisyphean-ass time trying to create a visual language without using red as a cautionary.

    • Try not to have floating text, support it with a shape or design behind it to help separate vital information from screen noise. Can't do that? Add a subtle stroke or shadow around floating text fields to draw it out from the background. You are using a thick sans serif, right?

    • Take a video of the game in action and superimpose your HUD on top of it as early as possible (especially the wireframe!). Get a sense of how your HUD works in motion and in hectic, colorful action. No HUD will ever exist statically, so video helps you prototype under realistic conditions that much faster.

    Overabundance of Information

    I love my designers, love 'em to death - but I absolutely believe they think their job is to put as much stuff on the screen as humanly possible (The Great Kitchen Sink School of Applied Design). UI/UX's job is to shred a Designer's mobius-long wishlist to ribbons. Absent a finger-wagging UX Designer by your side, you've probably fallen into the "100% of this information is relevant and needed, dammit!" trap a few times yourself. A few ways to avoid that:

    • Write down everything you want to display on the screen and assign it a number value from most to least important. That's your Hierarchy, a critical concept in UX design. Place the items on your list in order, with the highest value getting more real-estate and prominence than the lower values. Build on top of your numerical importance. Trees never start with the leaves - and neither should you. Start with the root, vital priorities of your design, and build on top of your foundations.

    • Have "opt-in" information. This can be: displays that only come out when the information is relevant (updates or experience gained). Info that fades away after X amount of time (HUD without action, achievement milestones). You can even tuck tertiary-level functions away under a single option button (ellipsis or hamburger menu buttons).

    • Start removing huge portions of your Interface and test it out. Or turn around and start with only the most basic 3 elements on the HUD and build from that. You'll be genuinely surprised how little you need on the screen to play. You'll also discover that the less there is on screen, the less chance you have to mess it all up, either aesthetically or logistically. Minimalism saves lives and projects.

    No Grid System

    A consistent grid system helps the eye parse information cleanly and swiftly. Non-designers tend to place things by eye, and this is, of course, wildfire dumb. Placing elements on a tight grid with comfortable margins will make any screen read with crystalline clarity. In general:

    • When in doubt, space things in Golden Ratio 3rds. Pairing ⅓ with ⅔ has been an attractive rule since long before the Renaissance; no reason to think it'll get stale now.

    • Make sure that if your text is in a container or shape that it has a comfortable margin of space around it. If you don't have the visual chops for this, just make sure the text doesn't run all the way to the edges of a shape or past it. You'd think this'd be obvious, but… here we are.

    • Conceptualize your screen in terms of horizontal slices, like a hamburger. This isn't just good practice for responsive design, it also helps to compartmentalize the information for both the audience and the poor designer / coder.

    Crazy Colors

    Color Theory is a skill that every Designer intuits. But for the color-infirmed, the idea that a red health bar can somehow be the wrong red or that a shade of blue can be too "corporate" might seem baffling. Nonetheless, color on an interface is as vital as any line of code. It can also ruin a color-agnostic wireframe that looked so elegant mere days before, so beware:

    • There are 3 dimensions to color: Brightness. Hue and Saturation. Brightness you can reason out yourself, Hue is the textbook definition of color (green vs blue vs violet), and Saturation is how intense or faded the color is (bug-zapper blue vs Easter-egg blue). Most Indies tend to pick wildly saturated colors thinking they pop, but they distract with bee-in-the-house efficiency. Toy with brightness and saturation first - until you know what you're doing, keep it subtle.

    • Use color to create a hierarchy. The eye is attracted to the following things in order of growing attraction: vibrant colors, high contrast, faces. Create areas of high or low hierarchy to lead the eye, create a starting point, or keep them away from certain elements. Dial back decals or backgrounds with darkness and deeper saturation. Dial up areas of importance with brightness, glows, slight hue changes, etc.

    • Once again, never use red as your primary color for a UI. It will always read as invalid or conditional and best of luck making an entire interface without the color red as a conditional or warning.

    • Have a color set aside exclusively for navigation. It doesn't have to be offensively obvious, but you should be consistent with how the audience moves from one screen to another. Encircling navigation in geometry also helps drive the "click me, moron" narrative home.

    Importing wrong solutions

    Tell me if you've heard this one. You're on Pinterest or Google grabbing whatever you can find UI-wise. In this hydra-handed snatchfest, you find an interface you like and exclaim, "Why, this interface is perfect for my needs, I'll just copy-paste this and my troubles will be over!"

    Except they won't. Them troubles are going to go through cellular mitosis.

    When you copy and paste UI, you're not taking into account the months, possibly years of refinement it took several Talents to solve a very specific problem. You're grabbing somebody else's answer to a visual question only obliquely related to yours.

    And this is the classic, possibly classical mistake of focusing on technique first. It always fails you because you're copying something contextless and without insight. For reasons that are difficult to fully articulate here, let's just say copying somebody else's interface verbatim always leads to problems, most especially when you don't know what rules to bend and which to snap like wet celery. Instead of committing grand-theft-design, try to start with a better process:

    • Sketch out your ideas first. This is known as the Conceptualization phase of my job, where I figure out what all the "low-hanging fruit"-level problems are. Sketch roughly until you have the basic "scaffolding" around the project's basic issues, quirks, and challenges

    • Wireframe. There's lots of ways to do it, mostly because it's an intermediary between sketches and final art. For this phase, place things on a grid, and move elements in gigantic zones. Think of the wireframe as a TV-dinner: each section is meant for a different part of the meal, compartmentalized and specially sized for the meat, the veggies, the cobbler...

    • Art pass. If the wireframe phase was done with respectable vigilance, you can simply paint-over your Wires with pixel-perfect art in the Art Pass (this rarely happens). So make sure when you wireframe, set it up as close to the final dimensions as possible and throw it in the game in as early a form as possible. Real testing doesn't happen in a lab - it happens in the field.

    Not Using UI as the test for Design

    Speaking of testing, this last one is near and dear to my heart as a man who, by necessity, can't do his job without doing a little of everyone else's. And here's the dirty secret I know about being the man "who wears many hats".

    If your UI guy/gal is reasonably good and they're struggling with your design - it's a bad design. Full stop. Here's how to fix gameplay issues from the UI/UX on backwards:

    • For games, if your inventory system requires massive space, ask yourself just how much loot the player is receiving every 5 minutes, every hour, and by endgame. Nobody has fun with inventory management - make sure you're balancing the game to mitigate the player's annoyance first!

    • If you're showing a variable number of elements on screen like alerts or status effects, how many are there on average? How many can there be max? Fun fact: I had to make a blackjack minigame back at Midway Games. The average Blackjack hand is around 2-3 cards… but you can absolutely get 4 aces, 4 twos, 4 threes… now try to make a single system that accounts for 99.9% 2-3 cards in a hand and also accounts for the .1% design-flaying exception!

    • For apps, are people dropping within the first 5 seconds? It might be the long load or an ugly landing screen. Free apps and games create astounding amounts of flight-or-fight response, and you'd be surprised how easily people are turned off when they have no financial commitment. Make the first 5 seconds your priority, then the next 5 seconds, then the next...

    • For games, if your players or testers end up dying a lot, it might not be the difficulty. It might be poor feedback. Do you have potent signals for low health and ammo? Are there audio as well as visual cues, for example, the sound of a clip becoming hollower with lower bullets? Did the player suffer a debilitating effect and not know about it? Are you showing too much information and as a result, nobody's reading it?

    And that's it! Well, that's it by way of a hyper-reductive survival guide. I have plenty more guides and crash-courses and, honestly, lots of cool stuff you'd love if you're into games and design on my site. Check it out and I wish you the best of luck in your creative endeavors… the learning is the part that counts.

    Stay safe and stay inspired.

    John "TheWingless" Burnett

    UI / UX Designer, Director & Mentor

    submitted by /u/TheWingless1
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    Help i guess?

    Posted: 25 Aug 2020 10:07 AM PDT

    I'm a 19 year old with a dream and I want to strive for greatness with said dream. I have so many ideas that I believe help the gaming (video game) industry. I want to share these ideas but in my own way. I want to make a gaming company, like my own studio. To develop my own game or most likely games. Maybe go farther with consoles and table top games. The only problem is I'm broke, currently at a slightly above minimum wage job with 0 college. If I get that college I can learn what I need too. I don't know what to do. I want this dream to become reality. I want do so much with my ideas that it irritates the literally FUCK out of me. I don't know what I expected coming here. Advice? Closure? Help? Opinions? I just don't know where to begin....

    submitted by /u/xRustedWolfx
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    Should i learn programming with C# or C++?

    Posted: 25 Aug 2020 07:51 AM PDT

    I want to learn to code to one day become a game developer but i don't know what i should start with. I've read that starting with C++ is a terrible mistake but i'm not sure if i trust it. I have next to no experience and don't know anybody who could help me so i figured i should ask here. I've found a good place to learn C++ (learncpp.com) but not one for C#, so it would great if someone can help with that too. Sorry if my message doesn't make sense or if i wrote words wrong, English isn't my first language, and thank you if you answer.

    submitted by /u/aszsedw
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    We're three game developers based off Bangalore, India documenting our journey on building a new Mech football game

    Posted: 25 Aug 2020 10:00 AM PDT

    Looking for engine / editor suggestions

    Posted: 25 Aug 2020 01:12 PM PDT

    I am looking for some suggestions for a game engine or an editor that is easy to learn and use to build game worlds / maps. My son is almost 8 and has loved playing Disney Infinity where he can design the layout of a map, place assets, and then run through it. We have built some really amazing things, but that game is sadly very limited in the number of and size of assets in play.

    We are looking for something that is basically the next big step up from that. We want to be able to design a world, use pre-made assets, drop in some NPCs (and script them to do things). We are looking for a 3D editor that is not focused on FPS game play. Now I know a lot of people will simply want to say "Well, that's what all game engines do. You can do that in any of them." While I guess that is true, I was hoping someone could point us in good direction. Something like RPG Maker, but 3D for exploring and adventure.

    I hope this all makes sense and that someone will be able to help guide us to something we can use.

    submitted by /u/Kolamer
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    Seeking a Game Developer career/job review

    Posted: 25 Aug 2020 01:06 PM PDT

    Hi Guys,
    I'm building a career/job review database to help people explore careers and make better decisions. A couple friends of mine were hoping to find out what working as a video game designer is like.

    I was curious if anyone would be willing to write a career review on our website? Video Game Designer is currently the top requested career.

    www.pathviz.com

    Would love some feedback, thanks!

    submitted by /u/PathViz
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    Are there any other sites like Mixamo?

    Posted: 25 Aug 2020 12:47 PM PDT

    I was wondering if there were any other sites around where I could find character animations to buy/download. I've seen plenty of sites where you can download models, and some of those models are animated, but I'm having trouble finding just animations. Maybe I've been using the wrong terms or something.

    submitted by /u/Astronometry
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    Making Pong in my custom game engine (coroutine programming techniques showcase)

    Posted: 25 Aug 2020 12:37 PM PDT

    What is the least enjoyable activity for you as a game developer?

    Posted: 25 Aug 2020 06:23 AM PDT

    CCO and Programming

    Posted: 25 Aug 2020 11:00 AM PDT

    Can a game programmer become a Chief Creative Officer if they have spent enough time in the company?

    submitted by /u/Datcoolkid1
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    Could you give me some hints about rendering labels on a map

    Posted: 25 Aug 2020 10:59 AM PDT

    Could you give me some hints about rendering labels on a map

    Hey reddit. I think im stuck and cannot get any further. Im trying to do some sort of x4 grand strategy, like the Crusader Kings 2 and Europe Universalis 4. This type of game greatly benefit from dynamic map labels with some map entities names (provinces names, religion names, etc). This could be a some messing with bezier curves, but I dont know what data is needed to compute control points. Any tips of making such labels rendering? Thanks.

    Some screenshots:

    https://preview.redd.it/fnu4vfckt6j51.png?width=1092&format=png&auto=webp&s=bfc935edd226c63ff8a5c9b36740ef91dd56ea05

    https://preview.redd.it/0nniwycmt6j51.png?width=1130&format=png&auto=webp&s=c9b4d32f0d18833fd6495d6134df623483dcb77b

    Edit: removes store pages

    submitted by /u/Manatrimyss
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    Question about idea stealing/legality

    Posted: 25 Aug 2020 10:56 AM PDT

    so, i was recently inspired to make a 1D game, and after some brainstorming i decided on my idea

    a FEZ like game, where you are a 1D being that moves in a horizontal line, until one day you find an object that allows you to change the line between horizontal and vertical, building your entrance into a "2d world", eventually you get a new item that turns you into 2d and fully reveals your camera, post game you would get an item that allows you to turn your 2d camera around, similar to FEZ.

    would this be considered stealing ideas? is it legal? in your opinion, is it moral?

    submitted by /u/ThePureWriter
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    Created my first game, tips on promoting it? Want to share experiences?

    Posted: 25 Aug 2020 10:13 AM PDT

    Hi all,

    A while back I created a game (Jetpack Joe), which was my first project in Swift using SpriteKit.
    I released it to the App store but did not get a lot of downloads.
    Does anyone has some tips on promoting, or experiences with promoting their first game ?

    It is quite a simple game and I had a lot of fun creating it.
    https://apps.apple.com/nl/app/jetpack-joe/id1503990616

    Also for creating games in general, is it wise to do it in Swift and Spritekit ?
    Or is it better to use programs like Unity ?

    Kind regards,

    Trystian

    The source code for Jetpack Joe can be found here:
    https://github.com/trystian1/JetpackJoe

    submitted by /u/TrystianOfferman
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