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Gamecraftor

16
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A member registered 35 days ago

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Recent community posts

Of course 😭 Tell me everything you remember, even tiny weird details help.

  1. What was the game about?
  2. Was it PC, mobile, console, browser?
  3. 2D or 3D?

So far, mostly time 😅 but between assets, tools, and testing, costs add up way faster than expected.

I don’t think it’s frowned upon at all, especially if the game is built around online features exclusive to the platform. As long as the page clearly explains that it’s only available through the Playdate catalog, most people will understand.

A lot of people are weirdly aggressive about AI right now, even when it’s being used as just another creative tool. Honestly, most artists are just trying to make stuff and survive, and getting instantly labeled “AI slop” without context can kill motivation fast.

Social media is weird honestly. A lot of people may like or follow something casually, but very few actually spend money or support projects. Usually people start caring more when they keep seeing consistent progress and real gameplay over time.

This kinda rings a bell. Feels a bit like If My Heart Had Wings with the daily encounters and park vibe, but the MP3 and training part doesn’t fully line up. You might be mixing two VNs together tbh 😅

Yeah, it’s fine, but if you’re just hitting generate and calling it art, don’t expect people to take you seriously.

Sounds a lot like The price of flesh. Gothic manor, strange residents, and that looping progression with surreal horror fits really closely.

That idea’s cool, but it’s harder to pull off than it sounds , removing guns means combat has to feel really good or it gets repetitive fast.

I’d still try it, but no music would definitely make it feel kinda empty over time.

Hey, that sounds rough man, old PCs really start testing your patience 😅

Yeah, most indie devs definitely use analytics—especially if they’re making mobile or live games. Even simple analytics like session time, level completion rates, and where players drop off can make a huge difference when improving gameplay. It’s not just about numbers, it helps you understand what players actually enjoy and what frustrates them.

From my experience working on small mobile-style projects (like what we do on GameVerse by GameGenesis), analytics are super useful for spotting which mini-games people replay the most and which ones need tweaking. Even basic tools can give insights that help make the game more fun and keep players coming back 

From what I’ve seen, OGG is probably the most convenient music format for video games. It gives a good balance between file size and audio quality, and it loops well, which is super important for background music. WAV is great for short sound effects because it’s uncompressed, but it gets heavy if you use it for full tracks. MP3 works too, but it’s not always ideal for seamless looping. While working on small mobile-style games (like the kind we experiment with on GameVerse by GameGenesis), OGG for music and WAV for sound effects has been the most practical combo—keeps the build size small while still sounding clean.

Game designers are extremely important—honestly, they’re the backbone of any good game 🎮. They decide how the game feels to play, not just how it looks. A great artist can make a game look beautiful and a programmer can make it run smoothly, but it’s the game designer who figures out things like mechanics, progression, balance, difficulty, rewards, and overall fun.

Game designers are extremely important—honestly, they’re the backbone of any good game 🎮. They decide how the game feels to play, not just how it looks. A great artist can make a game look beautiful and a programmer can make it run smoothly, but it’s the game designer who figures out things like mechanics, progression, balance, difficulty, rewards, and overall fun.

GameVerse: Infinite Reel