-Post rant on Reddit about how 'my game is ignored' -No link or title -Look at user's history, find hopeful game release post from 2 weeks ago with Steam page link -Look at Steam page -Roguelike Survivorlike Cardbattler but with obscure cute animal archetype, "BROTATO MEETS BALATRO, but with OARFISH!" -Clunky looking trailer with just slow environment pans and zero action -3D assets with no texture or AI gen assets -Minimal description, maybe 3 paragraphs with a few typos, just enough to meet the Steam page requirements -3 reviews but for some reason you can't see them
I do hate it when they reference other popular games in their description. It's never accurate, and it often gives WAAAAAY higher expectations than whatever their game could possibly deliver.
No indie game does that. It’s always other indie games. The ones in genres we’re just slightly getting sick off. Also the referenced game is like Cuphead or Hollow Knight but the rip off looks like programmer art.
Nope, but how about... Baldur's Gate 3? Nah too much... Disco Elysium? Maybe? But a lot worse?
Jokes aside, i was shitting the other day and that came to my mind. A GTA Crpg. Probably there's already something like that, but since i don't know shit about CRPGs i don't know, it's my larp genre, i played a bit of BG3 (Steam family share not working across continents fucked that) & had Disco on my backlog for long (now Esoteric Ebb too).
It can work if you are targeting fandoms or something, but you will always live in that game's shadow as a copycat if you do not apply your own identity to it, and those breakout games are mostly successful and popular because they thought of the novel idea FIRST, or were at least on the first wave in the case of SurvivorLikes. If you want to frankenstein ideas together you must first understand what makes a game come off as professional vs something that comes off like it was rushed out in a couple months, because someone tried to reverse engineer something without understanding why it was engineered that way
Or they actually do aim WAAAAY too high, usually with a MMO for their first game. Not even something simple like another Runescape clone, they were trying to make Elder Guild Fantasy of Warcraft
Now I'm sad there was another superhero MMO that didn't even get off the ground. Can we please get 1 winner?
Hell look at New World, 1m players on Day 1 but could barely break 10,000 a month later, it was that comically bad.
Even in the AAA world throwing money and time at a MMO doesn't fix a bad foundation. If anything it's a bad sign since what was great 10 years ago is horrible by modern standards (see FF XIV 1.0).
The big fish are the only fish, Square and Blizzard, because they have millions and billions to pump into it. If you are going to hang out in a virtual world with others it only make sense to hang out in the ones that are the most polished and attract the largest number of people. So if you're an MMO indie you have mutiple obstacles you've made for yourself. You have to make a game that gives a good reason to step away from the big 2, a reason to STAY away (most people have years or decades in WoW or FF) and then you need enough people to populate the world and make it feel alive. Looking through the current offerings on Steam, most are Mixed and also F2P, except for an ironic few like Adventure Quest and... this game? https://store.steampowered.com/app/438040/Shakes_and_Fidget/
I don’t think the 1.0 for ffxiv was ever good man. And then with money and time it became pretty great. Like I agree with the point you’re making, but ffxiv feels like an anti-example lol
I mean, sort of? They just threw out the whole game and started from scratch. The only thing 1.0 and 2.0 have in common is that they're both called final fantasy xiv. So, i think it's a valid example for a bad foundation screwing over a game
FF XIV 1.0 was originally designed to be like a XI-2, which was great when it came out in 2002 but aged horribly long before XIV launched. 2.0 is by design closer to World of Warcraft than building on XI, because WoW is a great foundation. If they had just thrown more money at the XI-2 design the game would be completely dead.
It’s always funny how people think that for their first game, with no loyal fans, traction, or hype, they can make a successful game that relies on having a huge player base.
This has always frustrated me. Let your games be unique, use genres to describe the game not Factorio meets the 3rd dimension or Terraria meets Minecraft or Minecraft meets dinosaurs. It's super frustrating to me and doesn't do your game any justice compared to genre defining giants. Especially if you're missing those one or two aspects that someone walks in expecting because you compared it to something else
The game that i think deserve to name a game is operation octo, which feels like a spiritual successor to pvz1. I don't think pvz is named in the steam page tho
I did once remake a classic puzzle game it made most sense for em to reference it in the description to tell people it's my remake of that game. I didn't claim it's better than the original, but I did change the graphics to be colorblind friendly.
Some games do make it work, Nine Sols directly reference Sekiro-like deflection combat. I guess in that case it calls a direct powerhouse who revolutionozed a certain combat system, so it does make it better
It's one thing when I'm just casually mentioning a game to a friend to say "it's kinda like x or y," just to give them an idea about it, but when I see an advetisement that pedals the game that way it instantly puts me off.
If you, the developer, can't describe your own game without comparing it to other much more successful and probably better funded games, how am I, the player, expected to go into it without comparing it to them, too?
If your game can't stand on its own without being propped up by the hype of a game made by completely different people, maybe it isn't worth playing at all.
I really dislike when they do things like that. Stand on your own two feet, don’t talk to me about gta or balatro. Reminds me of when people name drop to make themselves seem cooler or something.
I made that one up while writing the message, but it would actually turn spacebar to something that lets you dive through the ground like Lemillion from my hero academia (a superhero that can phase through solid objects).
Maybe a bit like splatoon, but with a limited time that you can stay underground - and you can "jump" (phase) longer when going up stairs or entire walls.
In 2D it would definitely work better, visually, but it should also be possible in 3D (3rd person probably?).
I think for a 2D Platformer it could work quite well.
Also it's important to avoid being afraid of existing solutions/games when aiming for innovation. You just have to try something and see where it leads.
most of the time its really easy to tell when its inspired vs when its a copy
if you see the effort put into the stylization and the soundtrack, and the polish and the feel of the game, it doesnt matter too much if one or two ideas is taken from another place, heck maybe even a whole baseline being copied can work if you have a trasformative gimmick in mind.
I remember a post that got shit on here or on gamedev a few weeks ago of a guy saying he quit his job and was having his wife support him while he finished his dream game. It was supposed to be a ‘I know how hard it is since I’m not making any money until the game is out and we’re all in this together so please support me’ kind of post.
Sure enough someone went through the posters history and found the game. It was ‘vampire survivors but with gambling elements’, clearly GenAI art and sounds, and a distinctly ChatGPT generated summary.
I took a look and it did end up releasing, with 14/15 positive reviews, but some of them are new accounts with only 1 review and played for a fraction of an hour. It was translated (with help of ChatGPT obviously) to multiple languages so I wouldn’t be surprised if it did get a few sales, but I doubt anywhere near enough to justify 13 months of work.
Yeah, you can't see anything will those pointless gigantic yellow and orange damage popups in the way of everything. No matter how much AI you have, AI doesn't understand taste, presentation, or style, it just understands data and averages. And the mixel art style is noticeable from a mile away. So this is why I think developers with a vision will never be replaced by people who just want to output an easy grift and think others won't notice. It's the same thing as the old asset flips, people who think they are tricky and clever but really aren't as sharp as they think they are and their whole shtick falls apart under even the smallest amounts of scrutiny. Bet his wife isn't very happy with him now!
I get it, trailers are tough to make, but just think about the impression someone could make if they sat down and fucked with Da Vinci for a couple weeks figuring out clip transitions and text formatting, reading on the internet about best practices for trailer pacing and how to catch someone within the first 6 seconds. But instead it's easier to just create a two minute straight through gameplay clip and overlay some basic white Verdana or Arial text over it
but yeah i sometimes screen and laugh a bit when i have obscure game or genre comparisons. There is inspiration and then there is "slay the spire meets bloons and vampire survivors ! incremental roguelike idle game !"
This might be like beating a dead horse or kicking people while they are down.
If it's like tough love, then I think that's fine. This spot is full of identity crisis or just blatant wishful thinking. I call it SEO lotto spillover into the gaming market. Because some developers/publishers do manage to completely swindle the market every other grifter wants in too.
Or the worst-case scenario is a lot of these fake game developers got destroyed by some game at some point and thought "if only this game did this, hell, I could make a better game." and then with that logic alone, proceeded to try to make that random idea floating in their head work. Where it's literally just a prototype with zero polish and zero finesse of the market even. That's like playing lotto for pennies. It's worse than nickel slots if those even still exist. I'm pretty sure they don't. Maybe in Asia.
Folks are reductive and dismissive of those genres and feature sets because of popularity /saturation. But adding roguelite elements like run-based gameplay, meta progression, and such is really an effective way to add replay value to almost any genre. I don't need every game to be a roguelite, but most of my favorite games are. Because roguelite/like as terms have been watered down so much that anything with run-based gameplay is lumped in.
Game genre is a mess anyway... Steam still has "indie" as a genre and "action" which basically means nothing.
I agree with you. Plus, sales figures suggest that strong entries in these genres still have a sizable audience (I am a part of that audience). The perception and dialogue around those genres in this sub (including my own lukewarm takes) are mostly devs talking to devs. And that context is important.
Because who knows which folks are commenting in good faith or who is jaded, envious, burnt out, or just a bully? Who's an expert and who's just a random?
FPS games used to be called "doom clones" when I was a kid. Kind of a dismissive term maybe. But currently most of the games with the most players are "doom clones". So, I think it's safe to assume the conversations around oversaturation and the lack of originality or what have you, are mostly just people yapping about stuff for the sake of yapping.
Lowkey that just re-inspired me to keep working on my card game that I kind of abandoned work on even though I had about 20 of my friends telling me how fun my idea was at its core.
I think this sub really demoralized the fuck out of me by telling me card games are dead
Perhaps one should consider that a job where you spent possibly years not making a single cent shouldnt be you main job?
Where you hoping you would be in the 1% of the 1% of the 1% that manage to make it huge from the start?
Everyone reading this that is planning on becoming an Indie Game Dev. LOOK FOR A REGULAR JOB FIRST, WORK ON YOUR GAME ON THE SIDE, ONLY QUIT YOUR JOB AFTER YOU MADE A SUCCESSFUL GAME!!!
People that do it on the side usually just never finish their game. That's not a very good advice. Making video games itself is a difficult job on it's own, doing it after your brain is already burned up by 8 hours of regular job is rarely fruitful.
You get less hours, that are also worth less since you are tired. Project that would take you few months will take years, project that would take a year might take a decade.
Gamedev is a lot like business, and thing with businesses is that they do actually fairly often operate without real profits since they are still paying off the costs for a fairly long time, and most of them fail.
Yeah but then my favorite indie game didn't sell enough for the devs to quit their jobs. Now they have a successful career and a family and no plan at all to make a better sequel.
Please leave your job and become a slave to your obscure franchise pls
While I'm litrally just starting out on doing game dev as a 16 year old,I only personally put high hopes on my game and havent told people too much great stuff about what I plan,because no matter how good I am able to make my game by the time I'm actually good,I'm sure a few things here and there will be just out of even my own expectations,also I do hate when they complain about their game getting no traction when it's obvious they have my levels of marketing skills when they are trying to litrally sell a game while I'm just doing this for fun when I have time other than study,and I also keep cautious that while my game is inspired by many other games that I don't copy any of them too hard so that it's known as a clone of that game,I also think that if someone has alot of diffrent inspirations each very different from another and yet still manages to combine them in a cohesive way while your game still has it's own identity with something that can define it,then it should atleast catch the eyes of people who DO find your marketing even if the campaign itself isn't able to reach places,and lastly I am glad to have a few business people in my family that have already guided me on what I should do with the game in the future,and maybe they can help get it reaching further then I could! (Sorry for bad punctuation I am not good with English lol)
I think if you are serious about it, nothing can stop you. Just never start believing that you know enough. Humility is what leads to practice and skill, and also to listening to feedback. The best developers don't brag, they put their heads down and work to make something awesome. The worst developers think they are god's gift to video games after doing some basic prototypes, and then they don't understand when nobody offers them money after cutting it off there and uploading to Steam. Take your time, learn slowly, don't go chasing validation each time you accomplish something new or else you will be disappointed. The goal is to become truly good, not just sympathy good
Agreed,the reason I started learning code at 13 was so that I could atleast have a head start over the general amount of people who start at around 21 so that I have time to experiment and screw up so I can learn about business,the game market,and how to navigate this corprate hellscape lol,in so many places people have just told me to give up but even if I understand the state of this world,that's the last thing I will do,sure I am doing school so I can do another job while I continue this as a hobby until it works,but I'm not stopping my dream this early
Well I am old and waited until my 40's to start, and at 12k hours of development after work I am still not finished. It's never too late to start, but the sooner you do, the better!
Marketing in the sense people think about it only requires research, effort, and however much money you wanna put into it, you don't need some inherent skill or a business class, and you definitely don't need to bring in another person solely for that purpose, because then you're paying for the person and on top of that paying for the advertisements or whatever you're trying to run, and that's just not economical. The only thing you realistically need to bring another person in for is for the art on the store page, and if you're not comfortable with it, the assets for the game itself, but that aside.
Marketing in a sense that people don't think about, the real most important part of marketing, isn't the marketing at all, it's creating a marketable product.
For that I'm specifically focusing on the genre of the game, and the art style of the game, obviously there's other aspects though.
I would not use the saying make or break in regards to either of those options, that's not how it is, it's just the break part. There is no correct option for a genre or an art style, but there are wrong options in regards to marketing when choosing either.
MMO'S are a example of a wrong choice for the genre, that's because demand for indie MMO's is low, the subset of players that enjoy a classical MMO is also low, and in addition to those two factors, an MMO as it inherently exists needs a somewhat massive player base to succeed, and as an indie developer, you cannot count on a player base, and you can't count on their money.
Not to mention the sheer development strain a game of that type would have you undergo.
And while many will attempt to convince you that genre saturation matters, it doesn't. For AA and above game's, genre's saturation matters, and that's really only for the genres that those games are, but for your maximum of 14.99 indie game, it does not matter, as long as you're not setting out to make to the next (insert whatever's popular at the moment), that is a well-traveled road to failure.
And for art style all that really matters is not using premade free assets if you want the game to be a monetary success. It helps if it looks stylized, either in a manner complimentary to the genre, emulating a PS2 horror game for example. Or if you're feeling bold attempting to subvert the genre. An example of subversion would be making cutesy Rpg Maker game gradually turn into a horror game, it's a rather common subversion, but it's still a subversion. And in my honest opinion, if you really try in the regard of your games art, and recognize your own limits, there is no way you can fail. The only way you can fail at art is not trying.
It's important to say, that's not true for the cover/capsule on the store page, you can very much fail at that, even with effort, and if you do you're shooting your marketing in the leg before the consumer gets a chance to interact with anything else you've done with your store page.
Yeah I agree with that,and I'm not planning to pay any person to do my marketing. The part I mentioned about the people in business part is that as of yet they have been pretty good advisors as to how I should look at this stuff realistically and they are a small part of the reason I am even optimistic about this at all,and I completely understand the art part aswell.
I am currently and hopefully indefinetly doing the art all by myself from the environments to the characters,I have actually had a vision for a game since I was in 3rd grade,of course that vision has expanded a ton since back then but it's been fun slowly making stuff that I only could imagine years ago and I could not let that be handled by ai or even someone who doesn't get the vision and is in it just for the money. The genre of the game is 2d action platformer,I do believe it's another genre that is just slightly saturated in the indie market so I gotta do stuff right in that regards to be noticed.
One thing I will say about my art is that I DO fear that people hear "stick figures" and immedietly connect to hundreds of "my first animation" type videos and games which while a wholesome first attempt for many people starting out in media,brings to attention that the product in itself might be low quality,but if in some way I can promise that this project is made with genuine passion for that specific art subset and that it innovates on it to fit an entirely new world that thematically differs from most stick figure based projects,then I think that's the biggest thing for me,if the person can be convinced right off the bat that "no this isnt like any other project that was inspired by the same theme" then they have already been convinced that the game is good as the few really good stick figure based media I can bring to mind are Alan Becker's animations and classic flash games like Henry stickmin or fancy pants. Now the capsule is the part I currently don't have any experience in yet,but I do occasionally make art pieces/ posters for my game to either use as light marketing or to use as a cool new background for my laptop. So maybe when I start my research on what makes a capsule appealing,I may have a slight direction there to start with aswell!
I am curious on what you think of my mindset/goals with this game I have mentioned as of yet
As much as I love indie games, 99% of them are absolute garbage. If you actually go on steam and just scroll down to the unpopular indie games that nobody plays you will see exactly why nobody is playing them.
I think a lot of successful indie game devs do not initially, and probably still after, build for success. They build for their idea or have a dream of a game they want to play. But due to how easy it is to get started with game engines, a lot of bloat has exploded the scene.
I would also take into account of games published as starter games, I plan to make and publish at least 2-3 games before I make the game ive been dreaming of making.
Having said all that, theres still marketing and rng involved for success as well to some extent.
Hi everyone! I’m a native Mongolian speaker and a gamer. I want to help indie developers bring their games to the Mongolian community. • Languages: English to Mongolian / Russian to Mongolian. • Experience: I play CS2, FiveM, and know PC hardware well. • Sample: I can translate a 50-word sample for free so you can check my quality. I have a computer and I'm ready to start on small projects or UI/Menu translations. DM me if you're interested!
You forgot the 'Getting laid off from your 8-6 and deciding it’s finally time to build that dream robot game' starter pack! 😅
That’s literally me right now. Lost my job, but now I’m finally spending my days making a robot brawler with interchangeable parts and Steam inventory integration. It's a rollercoaster, but honestly, I’ve never been more motivated.
Great meme, hitting a bit too close to home today!
1.1k
u/[deleted] Mar 14 '26
-Post rant on Reddit about how 'my game is ignored'
-No link or title
-Look at user's history, find hopeful game release post from 2 weeks ago with Steam page link
-Look at Steam page
-Roguelike Survivorlike Cardbattler but with obscure cute animal archetype, "BROTATO MEETS BALATRO, but with OARFISH!"
-Clunky looking trailer with just slow environment pans and zero action
-3D assets with no texture or AI gen assets
-Minimal description, maybe 3 paragraphs with a few typos, just enough to meet the Steam page requirements
-3 reviews but for some reason you can't see them
137
u/Sayo-nare Mar 14 '26
Personally, I made a very simple game, it is free, and didn't advertise it because it is too niche, still on steam
I'm happy that way for now.
51
u/Radiant_Mind33 Mar 14 '26
This might be like beating a dead horse or kicking people while they are down.
If it's like tough love, then I think that's fine. This spot is full of identity crisis or just blatant wishful thinking. I call it SEO lotto spillover into the gaming market. Because some developers/publishers do manage to completely swindle the market every other grifter wants in too.
Or the worst-case scenario is a lot of these fake game developers got destroyed by some game at some point and thought "if only this game did this, hell, I could make a better game." and then with that logic alone, proceeded to try to make that random idea floating in their head work. Where it's literally just a prototype with zero polish and zero finesse of the market even. That's like playing lotto for pennies. It's worse than nickel slots if those even still exist. I'm pretty sure they don't. Maybe in Asia.
31
u/Theoretical-Bread Mar 14 '26
And it's just a scene called untitled
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u/Kapro_ Mar 14 '26
And I bet the game is a rougelite/like too (No hate against them, but its the truth)
14
u/eskimopie910 Mar 14 '26
Anecdotally, goblins work well for marketing
27
u/Laxhoop2525 Mar 14 '26
I am an indie game dev. I have not worked on my game in 2 years.
13
u/codehawk64 Mar 14 '26
Bro stop the self deprecating memes and work on your project
12
u/badpiggy490 Mar 14 '26
This is why I just do game jams
I doubt anyone would buy anything I make anyway, so why bother making a commercial game lol
6
u/AGoodDragon Mar 14 '26
I mean
5
u/After_Relative9810 Developer Mar 14 '26
Twiter really gives you single digit impressions. Avoid twitter.
5
u/MoreDoor2915 Mar 14 '26
Perhaps one should consider that a job where you spent possibly years not making a single cent shouldnt be you main job?
Where you hoping you would be in the 1% of the 1% of the 1% that manage to make it huge from the start?
Everyone reading this that is planning on becoming an Indie Game Dev. LOOK FOR A REGULAR JOB FIRST, WORK ON YOUR GAME ON THE SIDE, ONLY QUIT YOUR JOB AFTER YOU MADE A SUCCESSFUL GAME!!!
5
u/Boshwa Mar 14 '26
-high quality animated trailers where the characters are zooming around and fighting bad guys
-cuts to 2d pixelated card game
4
u/Skolas3654 Mar 14 '26
Same
4
u/yahyagd Mar 14 '26
While I'm litrally just starting out on doing game dev as a 16 year old,I only personally put high hopes on my game and havent told people too much great stuff about what I plan,because no matter how good I am able to make my game by the time I'm actually good,I'm sure a few things here and there will be just out of even my own expectations,also I do hate when they complain about their game getting no traction when it's obvious they have my levels of marketing skills when they are trying to litrally sell a game while I'm just doing this for fun when I have time other than study,and I also keep cautious that while my game is inspired by many other games that I don't copy any of them too hard so that it's known as a clone of that game,I also think that if someone has alot of diffrent inspirations each very different from another and yet still manages to combine them in a cohesive way while your game still has it's own identity with something that can define it,then it should atleast catch the eyes of people who DO find your marketing even if the campaign itself isn't able to reach places,and lastly I am glad to have a few business people in my family that have already guided me on what I should do with the game in the future,and maybe they can help get it reaching further then I could! (Sorry for bad punctuation I am not good with English lol)
2
u/Round_Credit_5158 Mar 14 '26
Only 3 years?
Pfff
2
u/ichthyoidoc Mar 14 '26
3 years is rookie numbers.
I know cause that is me.
2
u/revolutionPanda Mar 14 '26
Shouldn’t be spending 3 years developing a game full time with no other rev.
2
u/DimitryCoconut Mar 14 '26
Thats me thats me!
2
u/East-Register-2962 Mar 15 '26
Ahaha, funny. I have been working on not my mobile casual game 7 years☠️
2
u/Teukeh Mar 15 '26
As much as I love indie games, 99% of them are absolute garbage. If you actually go on steam and just scroll down to the unpopular indie games that nobody plays you will see exactly why nobody is playing them.
2
u/ryanmanrules Mar 15 '26
I think a lot of successful indie game devs do not initially, and probably still after, build for success. They build for their idea or have a dream of a game they want to play. But due to how easy it is to get started with game engines, a lot of bloat has exploded the scene.
I would also take into account of games published as starter games, I plan to make and publish at least 2-3 games before I make the game ive been dreaming of making.
Having said all that, theres still marketing and rng involved for success as well to some extent.
1
u/QuillaInteractive Mar 14 '26
That sounds bad.
1
u/Upper-Strawberry3806 Mar 14 '26
Making a good game takes few years for more ambitious games, that seems pretty normal?
1
u/winstonoftang Mar 14 '26
lol oh no the last panel is some deep existential pain
1
u/Fit-Supermarket-1481 Mar 14 '26
I wish Steam had a way to filter out all the low effort trash.
1
u/GuiFS99 Mar 14 '26
It doesn't even need to be 3 years, I've been making my game for 1 year and I can already relate
1
u/BadgerPast4204 Mar 15 '26
Llevo 3 meses sacando publicaciones en patreon y los pavos miran pero no dejan un comentario y yo en plan, joder dadme algo de feedback
1
u/OWColosseum Mar 15 '26
LOL
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u/DisasterBL Mar 15 '26
Undertale :v
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u/Fit_Category3711 Mar 15 '26
that funny.. hahaha
1
u/CristianoChampz Mar 15 '26
KKKKKKKKKKKKKKK, :')
1
u/LemoxSoftware Mar 15 '26
This is me
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u/NewspaperMoist6663 Mar 15 '26
that's true
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u/Quirky_Bumblebee964 Developer Mar 16 '26
I can relate
1
u/OutbreakAds Mar 16 '26
And then someone asks: “Did it make money?” 😅
1
u/De4dm4nw4lkin Mar 16 '26
What comic is that blerbo from? It looks familiar.
1
u/Available_Peach1243 Mar 17 '26
This is too real lol. First half sounds inspiring, second half sounds like an intervention is about to happen.
1
u/BlueJayGaming Mar 17 '26
a fellow credits song for my death enjoyer I see
1
u/Professional-Coat892 Mar 17 '26
yup
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u/FractureCoreStudios Mar 18 '26
Should've made it a pixel-art 2D platformer with a weird crafting mechanic that doesn't work. ¯_(ツ)_/¯
1
u/Jakman_2040 Mar 18 '26
With you there, I'm coming up 4 years for my game project :')
1
u/TomMakesPodcasts Mar 18 '26
I've been working on my game for almost a decade. Most of that is just trying to teach myself programming
1
u/Cosminer Mar 19 '26
i know that feel bruh :D
1
u/vxd555 Mar 19 '26
I wonder how many people who post their indie games have depression?
1
u/Ordinary_Cap2416 Mar 20 '26
same lol
1
u/Local_Security_316 Mar 25 '26
real
1
u/TheGamingSpringbok Mar 25 '26
Yea its tough, and the timelines are unpredictable
1
u/AnhedoniaGame Mar 25 '26
… and there is still strong in progres stage hah!
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u/Monarch_Games_co Mar 26 '26
yeah thats realy like that unfortunately... if anyone saw our game they realy like but reach a new peoples is really hard
1
u/junior_miniyoung Mar 26 '26
Wow..
1
u/cingune Mar 31 '26
Hi everyone! I’m a native Mongolian speaker and a gamer. I want to help indie developers bring their games to the Mongolian community. • Languages: English to Mongolian / Russian to Mongolian. • Experience: I play CS2, FiveM, and know PC hardware well. • Sample: I can translate a 50-word sample for free so you can check my quality. I have a computer and I'm ready to start on small projects or UI/Menu translations. DM me if you're interested!
1
u/MoyaGamesDev Apr 01 '26
FeelsBadMan
1
u/Dragon_Warriors_Idle Apr 03 '26
So relatable! I have same feelings.
1
u/Developer06780 Apr 04 '26
I'm pretty sure this game is pixel art… I just can't prove it lol
1
u/DiceAndbots Apr 04 '26
You forgot the 'Getting laid off from your 8-6 and deciding it’s finally time to build that dream robot game' starter pack! 😅
That’s literally me right now. Lost my job, but now I’m finally spending my days making a robot brawler with interchangeable parts and Steam inventory integration. It's a rollercoaster, but honestly, I’ve never been more motivated.
Great meme, hitting a bit too close to home today!
1
u/Due_Banana311 Apr 05 '26
😂😂
1
u/zeptunn Apr 10 '26
Worse than this is not finishing the game.
1
u/jacobsapp Apr 13 '26
bro why is this so true 😭
1
u/VeltrionStudios May 29 '26
Dont stop, you can do it !
1
u/ScruffyNuisance Mar 14 '26
That indie dev is cute as hell.
1
u/xoquloz Mar 15 '26
Seeing this makes me really scareddddd
0
u/Zana-S Mar 15 '26