Pixelipy Makes Games! ๐Ÿ‡ง๐Ÿ‡ท ๐Ÿ„โœจ

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Pixelipy Makes Games! ๐Ÿ‡ง๐Ÿ‡ท ๐Ÿ„โœจ banner
Pixelipy Makes Games! ๐Ÿ‡ง๐Ÿ‡ท ๐Ÿ„โœจ

Pixelipy Makes Games! ๐Ÿ‡ง๐Ÿ‡ท ๐Ÿ„โœจ

@pixelipy

Game developer ๐ŸŽฎ! Working on Fungus Ascension! ๐Ÿ„โœจ 29 y.o, Brazilian ๐Ÿ‡ง๐Ÿ‡ท

๊ฐ€์ž…์ผ Aralฤฑk 2020
450 ํŒ”๋กœ์ž‰531 ํŒ”๋กœ์›Œ
Thomas Brush
Thomas Brush@thomasbrushdevยท
As much as I want to make small games, I donโ€™t think I *can*. For new devs, absolutely stay small. But for me, eventually the worlds I wanted to make were justโ€ฆ bigger. Thereโ€™s nothing like making a big world and a sprawling, moody story. I may make a small game eventually, but I just know what I enjoy building (despite it taking foreverโ€ฆ)
Gorka Games@GorkaGames

Solo devs: stop building AAA open worlds. Youโ€™re choosing Hard Mode and killing your chances in 2025. Hereโ€™s the faster path to a game people actually play (and share): ๐Ÿงต๐Ÿ”ฅ

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Gianmarco Simone โœจ
Gianmarco Simone โœจ@ggsimmยท
Algorithm, please give me more game devs, tech artists, threejs dev, shader artists ๐Ÿ™
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Pixelipy Makes Games! ๐Ÿ‡ง๐Ÿ‡ท ๐Ÿ„โœจ
@rilemtwit Since I'm just starting on the gamedev scene I felt like following those kind of advices was a good idea But thoughts about it keep coming. Non stop. This limits our creativity! As soon as I release my first game I'll follow my heart instead.
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Richard Lems โ˜•
Richard Lems โ˜•@rilemtwitยท
I really like this take. There is a certain type of game where I feel this "make addictive gameplay loop" focus is evolving games into glorified casinos. We are coming to a point where games themselves are disappearing to the background. A carrier for the casino. Example: in some of these games, the only thing the player can do is move, while RNG based mechanics unfold. You know what I'm talking about ๐Ÿ™‚ No shame on these type of games. More than often I really like them and they are an inspiration in their own right. The systems behind these games are intricate, well designed and highly addictive. But artistically I wouldn't say they do much for me. That is the nuance That Robotnik Guy is highlighting here. Its been hard to miss that in the last years this subgenre has exploded, bleeding into all kinds of games. It has produced massive successes, sometimes from small or solo developers! Publisher AND consumer have taken notice. For a publisher, investing in such a game is a safer bet than a more 'classic' or experimental title. Smaller budget, scope and a proven method to get people hooked! If the game looks decent enough, it will probably sell well! As for the consumer, at the end of the day they are just looking for some fun. While a game can look good on the surface, its hard to judge whether its mechanics (gameplay loop!) will really scratch their itch. Here's where these casino type games shine, it instantly tells people: "look, this is going to be addicting. You'll get 100+ hours of fun out of this". It's a safe purchase! (And you could argue that with each of these titles consumers play, the roguelike casino pattern gets enforced as something that means having a good time.) These type of roguelike games have their gameplay loop on display as a main selling point. The core experience, or fantasy, is almost secondary. Its just diversification of the market, its definitely not for everyone. But for a lot of people these fit ideally into their lifestyle. So yes it makes sense that 'addictive gameplay loop' is becoming such a focus. It has come to the surface because popular games have made it so visible. Its a tangible factor for success, so aspiring developers and game design essayists will talk about it a lot! The interesting thing That Robotnik Guy is highlighting here is that this addiction factor is now dominating the game design discussion. Its almost like people believe this is the first thing you should design. I'm actually feel like I'm rambling now. I felt triggered by the OP because I agree with this opinion. You can't tell me your dream as a passionate game designer is building the ultimate addictive game loop. I won't believe it. Your dream is probably more about crafting some kind of core experience or fantasy you've never seen before. Maybe we are just ranting artists, crying about how their darling art form is diversifying again. There is not a right or wrong in this, but its something we care about. So yeah, spot on post @ThatRobotnikGuy!
That Robotnik Guy@ThatRobotnikGuy

Controversial #gamedev take, but I hate modern game design and the "gameplay loop" mentality. Too many developers nowadays focus on a gameplay loop like it's a mathematical formula for fun instead of just making something interesting and creative. Everything's repetitive now.

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Azath
Azath@FelipeRabelo11ยท
@pixelipy Perfeito!!
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Lorenzo
Lorenzo@lorenzolfmยท
@pixelipy Que massa! Seguindo pra acompanhar o progresso
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Lorenzo
Lorenzo@lorenzolfmยท
Quando foi a รบltima vez que vc programou na esportiva? Sem ser pro trampo, sรณ pela diversรฃo. O que vc fez de maneiro?
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erce ๐ŸŒฑ commissions open
erce ๐ŸŒฑ commissions open@erce_subasiยท
I worked on some thorn splines. The material also has a triplanar projection so I can create unlimited variations easily in my level (โˆฉ๏ฝ€-ยด)โŠƒโ”โ˜†๏พŸ.*๏ฝฅ๏ฝก๏พŸ #solodev #indiedev #gamedev #ue5
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o tropicalia
o tropicalia@tropicaliagameยท
Viva a vida no PELO Diga NรƒO ร  terapia e aos fones de ouvido.
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Alex
Alex@mustache_devยท
ok so about 5-6 hours in godot, here i am render wise it's amazing. Physics is so much easier as it's a built in feature, you can also bake lighting on the go as you design your scene, it's fun to play with it time to play with shader #indiedev #indiegamedev
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