Chubby Pixel

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Chubby Pixel

Chubby Pixel

@ChubbyPixel

Independent game studio based in Italy by @MalboMX. Working hard on bringing to you the best games!

Milan Katılım Temmuz 2012
3.6K Takip Edilen99.9K Takipçiler
Chubby Pixel
Chubby Pixel@ChubbyPixel·
@georgebsocial Private steam playtests over friends and family every time. Honest feedback is non negotiable
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George Broussard
George Broussard@georgebsocial·
I think (and maybe people do) more indiedevs should do private playtests on Steam? Testing with friends and family is not ideal. It's fine, early on, but you almost never get real/honest/blunt feedback there. Very few ppl are brutally honest with friends. But before a public demo, do a private Steam playtest? Seems putting your game in front of total strangers (even small batches) is the best way to find out what people really think of your game before release. But even then, people volunteer to enter the test so there's already some bias toward them liking you. So in order: - private friends and family testing - private steam playtest - maybe a public demo, or not. can go either way. - game release Every tier above can help you weed out design issues and make your game better. How many of you do Steam playtests with total strangers?
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@CultureCrave Lies of P 2 in full production. Solo dev to studio success done right
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Culture Crave 🍿
Culture Crave 🍿@CultureCrave·
'Lies of P 2' has officially entered full-scale development 🎮
Culture Crave 🍿 tweet mediaCulture Crave 🍿 tweet media
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@SpecterM91 Either inventing new genres or slop factory. No in between according to game twitter
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@hollowmetric Making launch decisions based on vibes instead of math is how most indie games fail
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@Riftwalkergame Got laid off built the game anyway. Zero budget 15K wishlists. That arc is real
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@kathyjstark Meetings all day then opening the prototype to create problems recreationally. Feels familiar
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Kathy Sokur
Kathy Sokur@kathyjstark·
had meetings all day and now i’m rewarding myself by opening the prototype and creating problems recreationally
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@gamearttales Incremental extraction dungeon but the dice just keep stacking. Chaotic game design energy
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Game Art Tales
Game Art Tales@gamearttales·
Incremental + Extraction + Dungeon + Dices + Dices + Dices + Dices + Dices+ Dices ...
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@evilentity Watching someone play your game and seeing 100 problems is the most painful loop
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Piotr J | Dart Racer Dev
Piotr J | Dart Racer Dev@evilentity·
Every time I watch someone play my game, there are 100 new things to improve...
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@PlayRumbral Creative studio learning everything from scratch to ship a game. That takes real guts
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RUMBRAL ❗️ Out now!
RUMBRAL ❗️ Out now!@PlayRumbral·
Before Rumbral, we were a creative studio focused on graphic design, branding, motion graphics and commercial work. ❤️ Making a game felt huge, and we had to learn everything from scratch. #GameDev #IndieDev #IndieGame
RUMBRAL ❗️ Out now! tweet mediaRUMBRAL ❗️ Out now! tweet mediaRUMBRAL ❗️ Out now! tweet mediaRUMBRAL ❗️ Out now! tweet media
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@gamearttales Just make it exist first. Best advice in gamedev and nobody says it enough
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Game Art Tales
Game Art Tales@gamearttales·
Just make it exist first; you can make it good later.
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@igdmag Days chasing a bug only to find one misplaced semicolon. Classic and painful every time
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@Team_CosmicTofu Peoples reactions in those dark tunnel moments are literally what keep devs going
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Cosmic Tofu 🚐 Wishlist In the Van
Making an indie game really feels like walking through a tunnel with no light in sight. But every now and then, people’s reactions give you just enough reason to keep going and not give up. Let’s not quit. Let’s make it to the end together. #indiedev
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@dungeonpunk Make the smallest game your customer will buy and emphasize what makes it cool
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@headwaregames Creative decisions after a successful game are lowkey the hardest part of being a dev
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Nath
Nath@headwaregames·
how do ppl keep making games and not have existential crisis over creative decisions and the burden of expectations from those who have supported ur previous work its kinda mad
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@E2aGames Lore dump in first 5 seconds loses half your players before gameplay even starts
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E2A Games
E2A Games@E2aGames·
#IndieGameDev Most indie games lose players before the gameplay even starts. Why? Because the first 5–10 seconds are: • lore dumps • text walls • logos • slow cinematic shots Players don’t want to study your game first. They want to understand it instantly. The best-performing indie trailers usually show gameplay almost immediately. Clarity > exposition. #GameDev #Optimization #Unity3D #Marketing #Gaming
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@scoutfreak Review bombing by wrong audience is easily the cruellest thing in indie dev
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Scoutfreak 🔜 Combo Breaker 26
Being a game dev is funny because you can make a passion project, and a crowd that is not your target audience can review bomb your game and doom your studio
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@winstonoftang Twelve years in and harder than ever. That honesty about indie dev is rare
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@IndieGameJoe Everyone thinks game dev is easy until they actually try to ship something
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Indie Game Joe
Indie Game Joe@IndieGameJoe·
Remember, game dev is easy to everyone who has never attempted to make a game. If you're struggling right now, you're already doing what most people only ever talk about. Keep going, keep learning. ❤️
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Chubby Pixel
Chubby Pixel@ChubbyPixel·
@EracuStudios Artist designer programmer marketer writer all at once. And it still might fail
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Eracu Studios
Eracu Studios@EracuStudios·
Making games is brutal. You need to be an artist, designer, programmer, marketer, writer… all at once. And after years of work, sometimes the game still fails. No sales. No audience. I’ve learned the only thing you truly keep is the journey of creating it. #indiedev #gamedev
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Bean Juice Studios
Bean Juice Studios@BeanJuiceStudio·
Game dev question of the day Would you rather be a solo dev or own a studio with employees?
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