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If you are good at platformers, you will like this game. If you are BAD at platformers, you will still like this game but you won't get too far cuz it's hard as a 2-week old Gingerbread Person that has come to life and marches ever on-wards to battle. I suck at platformers, so I fall into that last camp.
The controls are solid as hell and flying around with the jetpack is a great time. Reminds me in feel of an ancient game called Space Taxi, which, like this game, is fun to just fly.
The art is hella cute, I enjoyed it quite a bit, especially the Elf, Snowman and Gingerbread Person.
Nice bonus with the art is it looks great if you have Protanopia or Deuteranopia!
Definitely worth it to pick this one up!
If you have no design/graphic skills currently, there's no better way to learn than a practical project :-)
You mention wanting to stand out on itch.io, so the first thing I would suggest is finding what your neighbors art looks like. Whatever categories you might fit into and find yourself competing with, scour through them. If everyone is doing detailed, Swords&Sorcery style cover art, do something simple. If everyone is using a multitude of colour, opt for something with a minimal palette. I think you can see where I'm going with this.
For the logo itself, try to really figure out what you are looking for style wise. Look at other logos to try and find the feel you want. Go to https://dribbble.com/ and search for "style of game + logo" and most likely there will be stuff to see for inspiration. Then start drawing those logos yourself by hand on a piece of paper, and doing variations of them once you get comfortable. Don't worry too much about details, just get the basic shapes right. Just get used to drawing these sorts of objects.
Then, just jump into drawing your logo. Take your ideas and distill them down as much as possible. Feel free to explore, and do as many variations as you can. Do it until you never want to draw another logo again.
Then from the mountain of them all, look through and start taking notes of the ones you like. Make note of what it is you like about them, and try to figure out specifics. Make notes of ones you don't like, why you don't like them, what you might be able to change so they were better.
Then, take all your notes and re-draw all those logos a few more times, tightening up the design, and see which ones are starting to stand out more now that you have refined them a little.
When you've got something you think you can work with, take one of the free software options out there and start learning how to convert your drawing into a digital file with your chosen software.
If along the way you need some help, let me know. It'd be hard to teach you everything about logo design in the remaining time, but I'm willing to help out as much as I can. :-)
P.S. Another art-asset option worth looking through, all sort of different packs available. https://www.kenney.nl/
Oh hi! I'm Hideo (He-day-oh) from the East Coast of Canada. By day I design Digital Product Libraries, by night I... design... other types of products. Or put another way... I sit too much!
My interest in *DREAMS began a few weeks ago when I first heard of this through one of your fine *DREAM advocates on Twitter (shout-out to my them @temporalhiccup). As soon as I read the 9 Principles, like many before me, I knew I was in the right place.
Looking forward to seeing what everyone comes up with!
A pokemon/FF tactics sort of mashup would be quite cool in a TTRPG format if you were going the combat route.
As Gwathdring and others have mentioned even cooler would be more adventure pals approach. Whatever you favourite critter is you pal around using your combined abilities, maybe you can make a few friends along the way, or maybe it's more about customizing the training path to suit your play style.
Something like, "Rescue Monsters", you're a monster handler on a search and rescue team, and instead of dungeon crawling to kill baddies you're doing the same thing but rescuing injured/stranded heroes. Each member in the play group could a different role/monster pal. Heck, if you had a dual-character creation system where you build up both yourself and your chosen monster throughout the sessions... my oh my, I'd fund/buy that right now :-D
Here is a simple formula to price anything: Overhead + Profit + Salary / Number of Units or Hours you plan to fulfill in a year.
Overhead is anything that was a cost, including other people you may have paid for work.
Profit is a flat % tacked on to Overhead, this is your profit margin and should go back into the business.
Salary is what you want to earn for operating this project. This is what you take home. Anything else goes back into the business.
Profit 25%: $50
Part time Salary: $2,500
Units Planned to Sell: 200
$2750 / 200 Units =
Cost Per Unit: $13.75
Note, if you're planning to try and work with traditional retail/distro you'll need to factor in that the retailer will have a large margin added to the end of this. With a cost already where it is, you can see how being able to produce games at scale is important for traditional retail.
This isn't just useful for pricing, you can use this formula to determine if a product or service is viable or not. Please note, I mean viable economically. Your game is 100% viable and deserves to be made, it just might not be destined for a life flourishing under Capitalism :-D
Joined! I'm working on a single player game right now, but looking forward to starting fresh on a new one.
Also, picked up Alone Among The Stars last night, played a few times. Love the concept, might use it to sculpt the loose narrative behind individual tracks in a music project I'm working on called Starship Narrator. Perfect fit!
I'm Tenbear and I like to make games more than I like to play them. My first proper TTRPG experience was in 2001 or so, running a pacifist street samurai Bonsai gardener in a Shadowrun campaign. I've got fictional illnesses where I will die if I'm not constantly making something, so hmu if you're in the mood to collaborate on just about anything. I move pixels around for a living and have a small marketing side hustle, but I'm keen to take most roles you don't want to do yourself.
I'd like to see a subcategory for the physical production of games, from prototyping and graphic design to where/how to get it printed or do it yourself.
Happy to share my knowledge in these areas or help out in any way possible.