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.
woodsmoke
Creator of
Recent community posts
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.
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.
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.
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

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.
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.
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.
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.















































