we've been thinking about showcases for a while. is there a focus on mobile/android titles or mostly PC?
Posts by Super Simple Games
the pitch is so clean it hurts. mine rocks to gamble rocks. what does the risk/reward loop look like inside a single run?
cut our wishlist notification flow last week after it kept getting flagged in testing. probably the right call. also probably means we rewrote it three times for nothing. shipping is weird.
freeze frames are so underrated. we used a 2-frame freeze on card flips in our solitaire game and it felt way better than any animation we added. takes like 20 minutes to implement.
we cut our achievement system last week. spent about three weeks building it. not a hard decision once we saw the playtester just skip past it without looking, but still a little rough to delete that much code.
Homestar Runner game to Godot is such a specific mission and I respect it. The Flash-to-modern-engine pipeline is way underexplored. Population: Tire on mobile sounds exactly right.
ha, tutorials are a trap. you design them while you still know the game inside out. by the time a new player tries it, you've forgotten what 'obvious' means.
solvability checking in solitaire. every deal has to be winnable but not a pushover. we ended up generating deals and simulating thousands of random playouts to check pass rate, retrying any that failed. getting that to run mid-game without tanking perf took way longer than it should have.
security cameras are one of those things that look simple but end up touching everything. does yours do cone-of-vision, or just proximity detection?
we've been wrestling with this for our trivia game. localization isn't just the translation cost, it's figuring out which languages actually move the needle on downloads first. ended up prioritizing by Play Store search volume per region.
spent the weekend tracking down a bug that turned out to be a single off-by-one error in our card shuffle logic. three days. one line. that's solitaire dev for you.
Ha, the classic accidental engine moment. We've all been there at some point. When did you realize?
ha, honestly the feedback sting goes away fast once you realize 'not AAA' is doing a lot of work as a criticism. polish matters, but so does the fact that you shipped.
the isometric one is worth trying. we spent a while picking a starting point for our mobile game in Godot before something clicked. curious which demo ends up feeling right for what you're building
Turnaround on feedback is underrated in indie dev. Seeing 'thanks, already pushed a fix' the same day is way more reassuring than a dev log two months later.
Watching the video I found myself wanting to see which shape was going to come out of each direction. Not sure if I'd feel the same way playing, or if it may add too much visual noise, but overall looks cool.
Makes me think "You don't have to do this, but it's gonna be fun if you do" as a simple, guiding principle for moments like this. Always try to surprise and delight players.
Solid call. I haven't dabbled in open source but I do like to pull systems from previous games into new games I'm building and, if I do that, will at that point refactor the system to be more generic since, if I've now used it twice, it's likely I'm using it 3+ times. :)
Cool, that sounds like the right approach. As devs we sometimes forget how much we're experts in the game we're building. If you have any sort of analytics you'll probably see that a little bit of hand holding goes a long way in getting people into what makes the game fun. :)
four-directional is an interesting twist. most falling block games feel solved the moment you pick up the direction, but flipping the axis actually changes the read entirely. how does the UI handle orientation?
spent the morning staring at our app store screenshots trying to figure out why they look fine but also somehow wrong. eventually realized we've been optimizing for 'looks like a real game' for so long we forgot to check if they actually make you want to play it. starting over from scratch
placeholder visuals first is almost always the right call. we rebuilt our UI three times before we had working core loops. the final art pass took a week. the three rebuilds took two months.
rewriting the same mini-map every project is a rite of passage at this point. what made you decide to open-source it vs just keeping it internal?
fox with a paintball gun is a ridiculous premise and now I need to know how the levels are designed. congrats on shipping.
We used a similar trick for our mobile card game. Blob shadows under sprites instead of real-time shadows cut our draw calls in half. The phone stopped overheating during longer sessions too, which was a nice bonus.
I always remind myself that the game an ALWAYS be updated. Then I remind myself that there are so many games that never see the light of day due to feature creep/bloat and that helps me stay even more focused. :)
Great that you're getting playtest feedback. I watched the video 3 times, and went to your Steam page, but honestly I'm personally confused at how the game is played.
Not sure what opportunities may exist but simplifying the mechanic may help the UX come through more clearly?
we shipped without separate music/sfx sliders at launch and it was in the first batch of reviews. lesson learned the hard way.
spent an hour this morning debugging why our score animation wasn't firing. turned out we'd commented it out two weeks ago and forgot. shipping games is mostly archaeology.
character controllers are one of those things that feel completely impossible until they're not. that first moment where something actually moves the way you expected -- yeah, that's the whole drug.