Top 10% after 3 months of game dev? Hope you made a little celebration for that!
nynox
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For me personally, the Complete Unity Developer 2D and 3D at https://gamedev.tv/ were a great resource for this dilemma. Since, at the time, they did have a couple of projects, but usually they would give you challenges. So that you're able to try and figure it out on your own, instead of just copying somebody else's code. This made a big difference compared to the regular tutorials. At least for me, and for my goal of getting more confident around the editor and C#.
Welcome to the club. When Unity had the Ooopsie, I was also considering Godot. Just a couple of days ago, I started this one for fun https://gdquest.github.io/learn-gdscript since Unity domain load times got the best of me.
In the end, I figured that years in the Unity Editor would be a shame to go to waste. So I'm still here.
I guess we live in a time where attention is the currency, which implies that controversy is an appealing trait. On the one hand, you could also argue that controversy has always had a role to play in art as well. But I would look at the underlying messaging. Is there a deeper meaning to be shared? Conversations to be had? Insight to be found? Or are we just clickbaiting in hopes of audiences as currency, not as partners in a discourse?
But I think Mr. Bowey said it better than I can:
It’s funny and also a bit ironic. But from my experience we tend not to be able to apply advice for mistakes that we did not yet feel on our own.
At least that’s my experience. And the systemic and clean view on project structure can only really be learned once you are “forced” to use it. If there is no problem, the advice can not be applied. And when there is a problem, you can’t progress without it.
What I’m trying to say is that it will all come in time. You build Pong, you have new question. You seek new insights. You build something else and the (game) loop continues. And before you know it you love game development more than actually playing games. Well, at least that’s my experience :)
I like how you listened to your instinct regarding video tutorials and then first researched what you want to commit to.
I can definitely agree that bigger courses have a structure that I also enjoy more than bite-sized information.
I can also relate to sometimes feeling like I don’t have something worth saying for an original concept. That others are so creative and I just like to learn and tag along. This opinion about me is changing though. I’ve come to realize that I need to learn to listen to my instincts and to give myself time and space for my ideas to come together. Rick Rubin’s book The Creative Act has, I believe, helped me start this process of trusting that just maybe I am allowed to be creative. Maybe we’re all alowed to be artists.
Wish you all the best on your journey. Mine (in games) has been a rollercoater, but I still would not change it for anything else.
- The basic Day loop seems to work, could not get past Day 1
- I understood the given tasks and had tools to address them
- The UI was a bit out of screen
- The basic mechanics seem to work, great job
- Feels like this type of game needs an overarching storyline that you can get into to as well as personal motivation to not adhere to the instructions given

- Feels insane that you were able to build all of this in the time we had in the bootcamp. Kudos!
- The core loops feels good.
- Potential improvements might be: enemy HP, more detailed relationships of the stats, spells and status effects.
- Figured out by chance that "ESC" wins the fight, you might want to remove that
Thank you for the feedback, I appreciate it. Looking back I feel like I underestimated the complexities of the underlying systems that would need to be in place in order for it to sing. It's not even the systems that I find problematic to build. I discovered that I am not enjoying content creation (story) and felt that I lean more toward systematic games.
Thus, I will probably not be finishing the game. The amount of time I would need to put in the project does not feel justified against:
- the timeline we have for the bootcamp
- the fun-factor that it would result in
- a healthy rule of twice
I still think it was a good learning experience in terms of to be more careful around game concepts where you don't have experience building the fun factor.
In hindsight, I might have to go with a different path next time around. Might need to first establish my fun-building skill as well as completing short projects before I try to "innovate", since the unknown always takes up more time than we anticipate.
It's hard to pinpoint where I went wrong, which is a bit frustrating in regards to "how to get better?"
Since you guided me how to help make my project better, I can only return the favour.
Currently in Chicken Catch it seems like the mouse position in my operating system is not the same as the cursor in the game e.g. the location of the Chicken. It might be a bit better UX if the speed of the moving chicken (position) would be the same, or to speak more clearly:
private float leftBound; // the most left you want on X axis
private float rightBound; // the most right you want on X axis
...and then in Update something like UpdatePosition() ...
if (mouse.position.x < leftBound){
chicken.position.x = leftBound;
}
if (mouse.position.x > rightBound){
chicken.position.x = rightBound;
}
else {chicken.position.x = mouse.position.x;}
Hope this feedback helped. If you try it out, let me know if you like it better that way.
Great job man! I was not in the mood then to look for other solutions, but this is great. And it makes so much sense... if you use Wheel Colliders to add torque to the wheels instead of Force to the car.
Kudos to you for this! Thank you!
I added your suggestion and reference to the YouTube video and my original comment on the Unity course
You deserve the reference.







