@ZerkCrator It's a tricky question, but I see good things in both. A game with thousands bad reviews would have made some good money ( if it's a premium game) and I would worry less about making the next one from a financial pov.
Dear game creating people, what's the ideal team size for you if you could choose / decide?
I see many indie devs scaling up if they have the chance, but personally I think I would prefer staying very small if the project allows it.
A friend's dad (who also happens to be a doctor) told me I have hammer toes. I immediately googled images of "hammer toes" and since then I've thought of absolutely nothing else. That was 27 days ago.
If you're making a game for mobile and relying on ads for your income, the overwhelming odds are that you're going to fail hard. Agree/Disagree? #gamedev#IndieGameDev
Being an "indie publisher" must be the best job in the world. You do no work and just take 50% (or more) of the rev from games talented people spent years of their lives working on. But it's cool cause you're "indie" just like they are!
I've always been a desktop pc user until last year. After one year of using a laptop as main computer the only downside is that's it's pretty noisy while palying demanding games.
@Gamerize_Online@Indiefold I think so. It's very hard to gain exposure if there are plenty of games released in an hour. Don't want to sound an expert on this subject, but tags/subgenres are so important for your Steam game.
@LuotiGames@Indiefold Thats an interesting take! I wonder if it has to do with volumes? I understood something like 27 games are released on Steam on any given day on average, but as Ive said elsewhere I entered a gamejam on Itch and about 1,500 'games' were released in a 2-day period.
If you've released an #indiegame via Steam, are you brave enough to say how well/badly it did? Im trying to get an idea on how well the average joe does when they release a game on Steam. Im thinking single digit/dozens of downloads for nearly $0. Am I wrong? #indiedev#gamedev