Haha! Same with my Twitter @mighcty !
Mighcty
Creator of
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That's great, just enjoy yourself on the journey ;)
I'm lucky enough to get my project funded, so I can work on my first commercial game. Not sure what will happen next, since diving into the industry is still kinda unstable comparing to the other industries. But I will do my best, and see what's coming for me next.
I would recommend social media to connect with other devs, but since you are not that into it, I guess the forum on itch.io and Reddit (just search indie game, there should be a few subreddits you can join) will do fine as well. Not sure if there's a website for all the information, if there is, definitely let me know as well haha! Just work on any projects you like, I'm sure most of us just want genuine ideas with passion from people, the type or elements of it don't really matter.
For me, I grabbed a short section of the story and tried to make it into a demo. The structure was pretty simple at first, there were the basic input system and skill tree, and that's all. Then I started to work on the aesthetic for a bit, and then I go back to programming again. Just like that, block by block.
My first project was too ambitious, I made a lot of systems first, but some of them are actually not so useful, so time waster (or not, lesson was learned :P)
Here's some unprofessional personal opinion!
For the page:
I appreciate the effort of making a trailer and screenshots, which is very nice! The banner is quite good as well. You can also consider putting some screenshots in between your text as well to make the text more lively (I think?). For the download section, more consistent naming for your downloadable files will be better. Like I'm a Windows user, I'm not sure whether to click Build.zip or Build_EA.zip . Also try point-forming the features of your game, so readers can know what your game is about before their extremely short attention span runs out :P
For the game:
The game kinda.. freezes? I can't click anything and there's no response to any input I made. Though the music works fine. Do let me know if you found out why :P
For marketing:
Social media is a good way to promote, as I haven't seen you have connected to any social media accounts yet. You can post screenshots or videos there with some hastags, people may click in and see your posts. If they are interested, they will probably have a look at your profile! Try Twitter and Instagram.
Here's some unprofessional personal feedback:
The gameplay looks good and I always LOVE watching people play FPS games. It looks good so as an audience I might want more, it might be better if the videos are longer? Or if that's a feature of your channel then that's fine. Not sure what the titles mean, so I might not click it if I see it on YouTube :P
That's what I thought! Looking forward to your future videos!
Still studying my undergraduate degree, always wanted to make a game but don't know what tools to use, so I designed maps in Minecraft or fake missions in other games XD. Then I found the tool Unity 3 years ago and just couldn't stop myself from making game. I made some mini games but too crappy to be published, but now I'm preparing for my Kickstarter campaign, which I think is a huge progress! I'm just purely interested in game dev :P
Thanks for providing this opportunity! I would like some feedback for polishing as well!
Here's the link: https://mighcty.itch.io/legacy-of-datura
It lasts for around 30 minutes, in which you will experience battles (including 1 boss fight), lock-picking and making choices in speech and action! Thanks in advance!
Hi! Thanks for clicking. I received some generous donations to my game earlier (the last one is 50 days ago), and I'm not sure how are the payouts calculated. I have deducted the taxes and the revenue sharing, but the available payout is still lower than it. So is the payouts page showing the final amount of donations I got? Or is there something else apart from taxes and revenue sharing? Thanks in advance!
Also, can I still adjust the revenue sharing after such a long time? Might raise it a little bit higher because this is just a very great platform.
I'm sure many developers will appreciate that! And the idea of having a feedback compilation is something I haven't seen yet (although I have seen not many stuffs haha), and that sounds great!
I'm not sure if feedbacks and Let's Plays can happen at the same time, so you can get views from both devs and players. But that really sounds like a lot of extra work! Editing is tiring. So ya, do what you want, everything sounds good for me!
Hi! I browsed your website and wow! You are really taking this seriously! Already subscribed to your channel and will be waiting for your first video :D
As a dev that received many help from YouTubers and reviewers, even a video without any words and comments can be beneficial, watching the playthrough itself will provide a lot of information for improvements and bug-fixing. For the video style it's really up to you I think, but I do like watching the players' reaction while encountering certain events in the game, it's not necessarily a face cam, expressive voice will also do fine!
Best wishes!
It's better not to post a teaser at the release announcement, as the previous replies said people expect released games there. You also only get to post once for each of your game there, after all you technically can't release your game for multiple times. You might try to post it on Twitter and other social media with some hashtags, if the teaser is good then you might get some attention.
The art style got my attention and played your game, which is a good start. The game mechanic is simple, music is quite good. From a player's perspective, some tasks are too repetitive, like keep pressing the buttons, but I do notice there are other stuffs like dragging boxes into specific areas. It will be better to let the player plays it a little bit earlier, and probably keep using in the later levels, and more variety on the overall mechanics.
The blue octopus robots are too hard to dodge, which is actually where I give up haha. Maybe increasing the jumping height a little bit?
Two tiny bugs noticed, after completing a level and exit to the main menu, the game doesn't seem to remember that I have done it already. The another is that sometimes when the barrier is not open, I can glitch my way in without pressing the button.
I think you are going on the right path, keep on!
It’s very constructive and definitely is one of the best feedbacks I received! Sorry for the sticky keys, I’m thinking of an alternative way to dash, like double tapping (still don’t know why the sticky keys exist haha)
I also get to know more interesting games from you, and I really enjoyed watching you play :P thank you!
I think the game is pretty nice considering it as your first game. The concept is great and I had fun playing it.
One thing that most first-time developers unnoticed is the difficulty (including me). I found it a little bit hard to shoot the fish, perhaps enlarging the targets or slowing it down a little bit will help. If you tested the difficulty and thought it's fine, you will probably have to lower it a little bit because you should be a pro at your game, and players like me are complete noobs haha.
Another thing is the feedback to the player on their gameplay. It will be good to have some cool yet not disturbing visual or audial effects when the player increases health to tell them they are doing a great job, and other effects to tell them to be more careful (like turning the screen red for a while). But that doesn't hugely affect the gameplay.
That's all, have fun developing!
Thanks for asking! Your videos look great, and I would really like as much feedback as I can get before launching my Kickstarter.
It is a fantasy RPG that's set in a modern world, and it includes activities such as
- Battle
- Boss battle
- Puzzle solving
- Making choices in speech and action
This is a demo that brings you around 20 minutes of gaming experience. I'll be glad if you check it out :D
Here's the link https://mighcty.itch.io/legacy-of-datura