You might want to look into a good writer(perhaps after the character designs are done) VN type games take a long time to not only make the dialogue but also implement it. I am interested in your progress and unique takes on the genre because I too am making a customer service gameplay loop for my NSFW game. Also I love coffee, there’s so much you can do with it.
SmallCaboose
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I am planing on releasing a Patreon and Kickstarter soon, like in the next few hours. I’l look into discord options, but my main focus for now is preparing the next update. I’m not entirely sure how to handle social media’s as a team lead because it’s my first successful game but I’m trying my best 😅
Yes, capsule art is basicly thumbnail/initial image. It’s all the same just called different things by different platforms. (Honestly no clue why)
First impressions are very important, having good art on the first impression tells people you put effort to make the game look good. After that, it’s all about showing off your gameplay.
what game engine are you planing to use? I would imagine the skills needed for this would require specific coding skills and possibly data management, but I believe it’s possible.
You might want to look into the Score Space game jam Discord server, those developers specialize in online leaderboard integration
It would be hard to tell without knowing which games you are talking about. It can come down to a variety of things, but if views are the main focus, Capsule Art is usually the main method of attracting clicks. But people also look at secondary images/videos and read the beginning description text.
These are tool that the viewer uses to decide if they click on the game or not.
Thank you for your feedback! It is the most useful tool I have for improving the game. I cannot read the mind of the thousands of players who play the game. So I rely on people like you who give feedback.
I am also not happy with the kitchen mechanics that I have made. I am currently reworking the drink making aspect of the game to feel more natural than throwing ingredients into a blender.
I agree about there not being a use for three glasses. But this issue should go away when I rework the ordering system. I had initially thought of a quick fix that would give you combo points for giving drinks to customers in a short period of time. This however does not fix the underlying issue of the gameplay loop, which, like you mentioned, is lacking depth.
In the future I will do my best to give clear Visual and Audio indicators.
Hello, Godot Generalist Developer here,
i'm no expert, but there is a few considerations I look for when commissioning something. I must emphasize the importance of presenting things you've made in the past. I also like to see detailed descriptions of your abilities, example "i have experience with 2D platformers, 2D top down games, Finite State Machines, I sometimes make SFX and Music, and i've done some marketing" not all these skills will be related to a commission but it shows you have experience and reliability in the field.
A good way to market yourself is to make stuff frequently and post them as asset packs or around social media's, free or paid, if people like your work they will look into your other work.
Now back to your topic. Consider having different commission models. It sounds like you are a generalist if you are able to produce an entire game on your own, use this to your advantage by widening your commission models. Not everyone is looking for a whole game, some people are just looking for art specifically, or they want SFX, or Music, those are the most marketable skills on itch(to my knowledge) you may have to consider other platforms if you're looking for clients that want whole games, Itch is full of indie dev's honing their craft, there are generally more developers than artists/sound designers here. This means its hard to stand out, if your pitch is coding related.
I think, it may be more appealing to price based on how long you think the project will take, having a spreadsheet is a good start, and explaining to clients why having 50 enemies will "add x time to the project, so the cost should be reflected like so" would go a long way to making clients want to work with you.
take my advice with a grain of salt, i'm just an indie dev who likes developing
i apologize for the rushed tutorial, i am planning a more in depth interactive tutorial, i am also trying to conceptualize more straightforward kitchen mechanics.
there was a narrator supposed to explain these mechanics but there are numerous bugs i'm trying to fix right now.
1. the cups in the bar are the same cups in the kitchen, they are automatically transferred between kitchen and bar.
2. The customers are asking for their desired ingredients in a drink, fruit and ice can be dropped(or smashed) into the blender, and the colored bottles can be poured into the blender by right clicking over the blender with a bottle in hand.
3. Press the button on the blender stand, with the blender on the stand, when the blender is done mixing it will be ready to pour into a glass, you can then hold the blender over a cup and right click to pour.
i hope this helps
I’m working on the story and game mechanics to make it more horny mid game and make sense 😂 and the ability’s are currently being reworked, it was all kind of rushed. Yesterday I spent all day giving sounds fluctuations and changes so they were easy to listen to, since I basicly listen to them all day 🤣
the upgrade menu is also being reworked to give overall boosts instead of specific ones, as well as other mechanics such as crit chance, crit damage, penetration.
On top of trying to implement a horny function that lets you have a “1 on 1” with an enemy, but yeh, the game balance wildly depends on if you get the amount upgrade or not a lot of the time
most of the pixel art sprites were pre made assets, i'm not much of an artist but i agree that the game would be much better off if there was more to look at during the gameplay. it was my first animation ever so it took a long time, the initial goal was 3 interactable scenes but i was not ready for that much work. and i'm glad you got the sound to work ^^ i put a lot of effort into the sound design, what was the issue?