Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Eric Gurt

24
Posts
71
Followers
A member registered Oct 23, 2019 · View creator page →

Creator of

Recent community posts

Interesting, I never heard of this game (assuming this is a game. Google search doesn't actually show it up to me).

Thank you ^^

(1 edit)

Yes, I just added download option for $1 :P

I might make it free later though.

That is so cool :D
I know only about 3 people who did that ^

^^

Well...

In terms of personal popularity as a developer:
- Re-make a classic game which is loved by everyone and make video about it where you describe how you did that using your real voice.
- Try to make web games until you have audience. Players won't really trust your .exe files.
- Most streamers/video making people do not really care if your game will succeed, unless you make a deeply integrated fan game into their community, but you'll probably won't be able to make many of these.
- Piracy kind of makes games popular in unexpected regions. I feel like game developers should consider trying adding their support credentials at credits screens.
- In modern age it is kind of important to appear frequently. Your audience might overwrite memory of you with literally everything else.

In terms of revenue:
- Don't be afraid to ask for support/donations/payments early. If you'll happen to release a big project that is fueled on altruism - in about 10 years you'll not be able to convert it into revenue.
- You can validate your risky decisions by making polls. Most of the time audience thinks exactly how you do. Though I believe there can also be audiences that would prefer you to not ask the community, I guess it depends.

In terms of game quality:
- Quality is kind of overrated, especially in projects you are uncertain whether they will become big.
- Demo games are pointless, make sure to release your games (make menus, finish story mode even if it is a multiplayer game).
- Be able to tell yourself why playing your game will dramatically change life of your player to the better. The more points you can name - the better.
- Make sure your game has something everyone always thought would be cool (but AAA game companies would see it as too risky) and just add it. It might be actually the only thing of high quality and polish in your game.
- Make it look simple at first glance.
- You kind of have to mix already popular game ideas, especially ones that are deeply in the culture and not the ones that players will probably forget in a few years. We are looking into something like Doom/Minecraft but not Among us, for example.
- Some old genres like strategy games can be reborn but I personally feel like they aren't popular because there is no entry-level strategy games. StarCraft/WarCraft were a really popular series of games but it might be solely because of Dune/C&C/RA, which were much simpler and suited more what I'd call an entry-level strategies. Racing genre probably also lacks an entry-level simpler yet still fun cart games, but I feel like younger people generally started to feel like cars are overrated.
- Playtesters give ideas. Being able to find people who can debate your ideas and directions is useful even if is kind of harsh - these can't be your friends or family, they are just too nice. Annoying other developers on developer forums into giving you a feedback can be kind of better.
- There is only one step between hater and fan. People like these are sort of easily obsessed with whatever. You can use their help but they can also demand features that make no sense for almost everyone else - it can be useful to know more about the way they live their daily lives. It can tell you more on what kind of audience these players might represent, then you decide whether it matters for you or not. These people can be kind of the first ones who will share info about your game, but I mean not the person that DMs you specifically - you'd have to please rather a group people with shared tastes. Also probably younger players because older people have much less connections.
- Players kind of don't know what they want. You might often know better if you are able to put yourself in their position, or try to remember your thoughts when you were at their age.

(1 edit)

:D

I didn't felt like making original sounds for JelloTetrix, thought it will be just an another game I'll make in a week :P

Now that I heard Pixabay sound effects that I used in my another actually big project, but in other games - I was eager to replace/edit them :x

Not that because they are bad but why not make game sound more original and unique.

People actually play this game on regular from Mondays to Fridays
This is interesting ^

Is it? Hmm.

Hard to tell. Perhaps a mix between SD3D and SD2D games at some point. Not in foreseeable future though.

Fixed connection issues ^

Here https://github.com/Eric-Gurt/StarDefenders3D

Thank you ^^

I guess here it is in source code version:
https://github.com/Eric-Gurt/StarDefenders3D

Nope. This game is open source and can be improved further by anyone.

Too few players - I'm currently making sequel for my another game with larger audience, basically.

(1 edit)

Unfortunately I feel like project isn't interesting to many people...  I had plans to rewrite plenty of stuff in it mostly due to optimizations but I so far stick to my primary project (Plazma Burst 2.5/3) while occasionally revisiting Star Defenders 2D, which is a remake of a project from which Star Defenders 3D assets came from.

No physics engines used, but these were in plans. Open source btw so you can check everything for yourself ^

Had ragdolls merging into environment but disabled it for the sake of performance. But shells and magazines scattered around sounds great too :)

I might continue to work on this game at some point but should finish my primary project so far. Thank you for checking out! :)

(1 edit)

Thanks! <3
Liked the moment I saw it~

I think I like these kind of games. So far not sure if I would like to move freely in any direction or stick with 4-way movement, at least at the current stage of project.

Kept not expecting player bounding box to be a circle instead of rectangle (thus stucking on ledges, where some of traditional side-scrolling games would slightly move player up) and dying from spikes when moving from direction where they could not physically hurt in real world, but overall this kind of game looks interesting.

Seeing more mechanics and multiplayer would be fun here, but I guess randomly generated world might limit the amount of possible mechanics if these won't be well-thought first.

(1 edit)

I believe keeping important content on server-side is the only way developers came up with so far. Making of hacked content delivery mechanism for each specific game can be boring thing to do, but still pretty possible.

As for piracy in general... Some classic games are in hearts of many players only because they've been distributed uncontrollably in post-USSR countries which I witnessed many times. Players, especially from less rich countries, do tend to either play full game first and pay later or support game in other ways, like record a video about it or tell friends. So 2nd option could be to ignore these cases, or make a free version with hint to tell about this game in exchange of it being free for player.

And 3rd option - maybe even put in-game ads for free version of the game? It sure would work much better if game was a browser game though, but then piracy could be a less of a problem too. I don't think I saw any games with ads on Steam so far.

Thank you for comment! That is exactly what I had in my mind :)

Thanks for the comment! Unfortunately this is what we are left with past Flash era ¯\_(ツ)_/¯ - games work differently on different browsers. So far only webkit browsers been able to run it smooth enough, but GPU is factor there too.