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woodsmoke

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A member registered Sep 21, 2014 · View creator page →

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It takes about 10 years of hard work to become a master in any field. If you can get through that while going unnoticed, then you will have a chance to stand out and get praise.

Reddit can generate a lot of traffic, but it's hard to post there because self promotion is usually not welcome, especially when you haven't been an active part of the specific community in the past.

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Vehicle simulation. Any vehicle, on/offroad, plane, boat, space craft, RC, mech.

@Coa, I made a space game but it's 2D.

I don't want to be harsh, but the thumbnails of your games look like a simple unedited screenshot of the title screen or seem to be AI generated images. Both don't make me want to check out the game.

There are probably lots of bloggers who do this. My favorite is:

https://matatabi-yasiki.blogspot.com/

It's a Japanese blogger who covers lots of itch games. My browser translates it into English.

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So what is the kind of thing you are looking for?

Do you have a certain platform in mind (mobile/PC/console/browser game)?

A bit more info from your side would be helpful.

Next phase is:

Be sad because nobody plays it, then start on the next game.


But seriously i think after a few initial plays very good games get popular by themselves (the cream rises to the top). I've never landed a hit, and I think it's because they are lacking in a certain area. You gotta be humble and recognize what could be better and learn from it.

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The theme probably got sucked into another dimension.

Yay! :)

I'm working on another adventure, this time with a space theme, 2/3 done. Focusing on making it less confusing

Seek Deep

I use Gamemaker and the HTML5 versions also suffer from bugs and crappy performance.

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Paid if you want $0-$2.

Donation if you want more players.

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Makes me nervous, but the feedback is immensely valuable.

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I like being a small dev because I can create what I want however and whenever I want. I love making games and will continue even if no one plays them.

Subscribers: 182

Sales: 2 ($1,20 and $10 donation)

I turned off the possibility to give me money a long time ago. (I want to make games and not deal with taxes and paperwork.) If it seems like I could make a living off of gamedev, I might reconsider.

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I really like my first game Optical Ball, so much so that I replay it sometimes.

https://www.youtube.com/watch?v=-M3JMFFnHZ4

I've been using Gamemaker for over 10 years for my 2D games. If I wasn't so accustomed to it or wanted to make 3D games I would probably switch to Godot.

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Only got through 5 levels (first and only run). I like the mechanics. Could use more juice/effects like on the title image. The bricks that you have to hit multiple times reminded me of those from Amegas (on the Amiga500).

My games can be quite hard (I like a challenge, makes the reward sweeter). Some of my games I have barely beaten, and one (brick-breaker) I havent't beaten, but I was on the last level with one more brick to go when I died, so i know it's possible.

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Thank you! It was a fun project and I'm about to do another similar one, but with a space setting.

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Indeed that would be quite unique. I imagine the artwork could be a lot of work though with all the beautiful intricate elven decoration and organic structures. Speeding up time works well in the city building genre though, would be cool to span across 1000 years. One thing I ask myself though is what the resources would be because everything just "grows on tress". And what dangers/obstacles there would be to make it challenging. (Apart from war which would make it play more like a tower-defence or RTS imo)

Congratulations! My (single-player) games usually only have a peak on release when I'm "advertising" (posting in forums).

My last game is playable in browser, and I received way way more views and comments on Newgrounds than itch. Could be luck, because it made it to the front page. But I recommend uploading to newgrounds too, if you haven't. There's more players there than I thought.

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Click your way through dungeons and caverns to find the 5 endings. Avoid the 20 ways to die by remembering where you previously perished.

https://woodsmoke.itch.io/seek-de

Seek Deep

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1. Just me. 

2. Sometimes during a game jam I'll have someone create music if a musician requests to join a team. I don't actively hire. No AI.

3. My games are 100% free. I gamedev for fun and don't want the hassle of burocracy from making money. Could change if a project gains massive popularity.

4. I do what I want whenever I want. But I do listen to feedback.

Seek Deep

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Sirius be dropping some serious knowledge, not much to add.

When I started gamedev late 2013 it felt like my purpose in life. It may not be as strong anymore now that i I made lots of games and especially because I'm a husband and father now, but it's still there. I have more ideas than time, and love being a (mainly) solo hobby dev, with all the creative freedom.

Recently I got an urge to begin making a large game that I can keep expanding for years, maybe even decades. But I have to be careful which type of game I pick, to not get fed up with it one day.

You think dwarves are the most over-repesentated race in games? But what about humans?

On a serious note i think its because the digging gameplay mechanic (often with gold and monsters) is more suited for games than peacefully growing trees.

Seek Deep


Oh that crude prototype is a mech game, developed during the game. The almost finished big game is sth else.

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Not very well. I'm on the brink of completing a unrelated big project first, before starting the jam. And if course it's taking longer than I thought. But I do have a crude prototype and just want to experiment a bit fir this jam, nothing serious.

I don't see a reason why not to use your own assets from a previous mechjam game that wasn't finished.

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Woha, those are some wild secondary themes, I probably won't be integrating them, but who knows.

Wait, Ship of Thesus is very fitting for a mech game. Didn't know texture archeology is a thing, interesting.

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I wouldn't join or submit because your game was developed outside of the jam. But you could post a link here in this thread and there's a good chance that you'll get some feedback from some mech-heads. Your game idea sounds cool btw.

Also I recommend posting your game in the MechJam Discord server somewhere fitting.

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I had to pass on the last one, because I was making a big mech game (now finished):


But this time I'm in again. I'll have to pause my current project, but it's often helpful to come back with a fresh pair of eyes.

^this

Or am I stopping? I dunno.

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Stopping at 48 rooms for now. Only  8 more to go now!

Woah your flickgame has sound! OoO

I don't know if it's a good idea to mark your game as "no AI used" because that's what AI looks for to learn.