yea it's easy
step 1 : make hundreds of millions in revenue on a <10 team size
step 2 : use the money spend years of hard work making an in house engine
the step 1 is somewhat hard from what I gather
@IndieBandits While I don't want to see AI art or vibe coded games in my steam page, the issue with hiding them by default is it promotes lying to steam and doing it without disclosing
@barelyawokenart This is a really good skill to have. Ive seen a lot of code made by professionals in my career that would have benefited from using a state machine instead of whatever mess of if and booleans was used
@vksamhith It's somewhat an issue with small indie game marketing : if you make a complex game with lots of complicated systems it's hard to sell it with a 5 second clip or a screenshot. But you dont have the reach to make players sit trough a long explanation either
@lisyarus They are great, they are a challenge to make work when we all have been trained to play our games for "extrinsic" rewards (loot, progression systems, achievement) and these tend to work best when you play them for the fun itself and not for a checkbox
@sensational965 Every poe league I play I get an itch to make a scifi game with poe progression mechanics
at some point it started to be a real project
https://t.co/ScTjv2I1yB
When I started TSD I wanted to have an equivalent to the "kill a pack of monster -> jump to the next -> repeat" gameplay of traditional ARPGS but in space.
This is my solution : you choose a portal to the next encounter weeeeeee.
#WishlistWednesday#ARPG#SoloDevs