@KenneyNL Most of us in this thread have written code. We know how easy it is to break something. Probably a bug that no one thought to test with this specific situation.
"Battlewrights" (formerly known as "Bladespin Brawl") now finally has a Steam page! 🎉It's a local multiplayer party game that plays like a mix of Towerfall and God of War's axe throwing. Wishlists appreciated!❤️
https://t.co/Y6XQJoCE28
#indiedev#pixelart#gamedev#battlewrights
@GingerNingersh While you're at it, why don't you also use AI for the code? Oh, and the design. Maybe for the marketing too. I guess you can just click a button and make the game, which will then sell itself, right?
@BelowTheStone Honestly, I believe that all social media can be useful. It mostly depends on your target audience. Nowadays, teens are on TikTok, for example, not X.
During the #GMTK2024 jam, I struggled somewhat with making a rope with @godotengine 's built-in joints. So, after the jam ended and I submitted a sub-par result, I decided to write my own joint. Here's the first version of a Godot distance joint: https://t.co/pOlHzY0c1p
#gamedev
@KenneyNL I know the pain. Also "I play a lot of games myself," but when you start listing games you or colleagues of yours have worked on, it becomes apparent "a lot of games" actually means FIFA and CoD, period.
@CrazyRetroGame1 It's not about dev time, it's about scope. What I can do in two weeks, a complete beginner might need two months for. However, scope cannot be easily defined. For a first commercial game, one of the best options is a simple 2D platformer. It teaches you the basics of everything.
@KenneyNL Shouldn't they prevent the creation of ads in the first place, if your account doesn't meet the requirements to run them? Oh, wait, I forgot that money trumps good UX.
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