Sprightly Pear Studios

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Sprightly Pear Studios

Sprightly Pear Studios

@sprightlypear

Currently making artefactv, an analog command line metroidvania. Also making The Adversary, a smaller game with similar esthetics. I'm all about the CRT.

Katılım Şubat 2025
157 Takip Edilen19 Takipçiler
Culture
Culture@notgwendalupe·
Katy Perry and Justin Trudeau at Coachella (2026)
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Sprightly Pear Studios
Sprightly Pear Studios@sprightlypear·
@UnityCodeMonkey Honestly, I'm still at the point where I'm making games to learn the engine and get better at game design. Marketability is not my primary focus but I'm still going to release my first game on Steam, even if only to learn the ropes.
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Code Monkey
Code Monkey@UnityCodeMonkey·
If the goal is to publish on Steam to earn some money, at what point during development do you seriously have to consider "will my idea actually be worth publishing"? If that's your goal then that has to be the focus from day 1. Picking the right game idea is absolutely crucial if you want to find success. You have to pick the right genre right from the start. You cannot really start from an unmarketable idea and make it marketable afterwards. Then once you have what you think is a solid idea, you need to validate it. That's when you make a prototype or some gifs, post them on Reddit / Twitter to get some playtesters, and try to figure out whether the idea has potential, or whether you should go back to the drawing board. If you get absolutely no traction then it might be wise to kill the project right then and move on to a new idea as opposed to trying to salvage and idea that apparently players don't seem to want. But the most important thing is being very clear about your goal. If you're doing it for fun then do whatever you want, but if the goal is financial success then you need to treat it very seriously right from the start. Treat it like a professional, like serious job, because it is. Best of luck!
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πελλή
πελλή@pelli_anagram·
@sprightlypear Λαλεί εν ελεύθερος. Τι να κάμω; Να πιάσω τα δημαρχεία να ρωτήσω; 🤣
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πελλή
πελλή@pelli_anagram·
Ο άλλος ήθελε να βγούμε πρώτο ραντεβού σε πάρκο, στην άλλη πλευρά της πόλης, νυχτιάτικα. Είτε βιαστής, είτε τσιγκούνης, είτε εντελώς ηλίθιος. #ιστοριες_dating
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Sprightly Pear Studios@sprightlypear·
The Adversary player join screen in all its current glory! Lots of things bother me about it, but they'll be fixed after I make at least three banging stages! #gamedev #indiegame
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Sprightly Pear Studios
Sprightly Pear Studios@sprightlypear·
Getting ready to create my entry "Jump is Murder!" for the @GameMakerEngine GM48 game jam! Feels like an impossible task, but with the idea clearly defined in my head, I should be able to finish *something*! #gamemaker
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Sprightly Pear Studios
Sprightly Pear Studios@sprightlypear·
The Adversary, new gameplay! The spaceship's AI is ridiculously dumb still, but I'll be putting a lot of work into the algo soon 😁 #indiegames
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Gamefolio
Gamefolio@GamefolioGG·
@sprightlypear Love the VHS retro effects you guys have going on. 💚🫶
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Sprightly Pear Studios
Sprightly Pear Studios@sprightlypear·
@UnityCodeMonkey best decision I could make. Things like collision detection, input and movement etc are not unknown to me (I used to make games in QBasic when I was a kid 😊) but it's so much more than that. Anyone can work on anything they want. But building up to a bigger project via smaller
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Code Monkey
Code Monkey@UnityCodeMonkey·
There's nothing about "small games" that equates it to slop. A very clear recent example is PEAK which was made in 4 weeks and people love it. Spending more time on a game does NOT automatically make it better, it's all up to your skills. If you're a complete beginner, then yeah you can't make something better than "slop" even in 6 months. But if you're an experienced dev, then you can definitely make something awesome in 6 months. Case in point: A Game about Feeding a Black Hole. Made in 5 months by an experienced developer, made $500k in the first month, players love it.
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