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quakeboy2 karma
Sincere thanks for the detailed reply.
Thanks for advice on remote recording sessions and tips to implement that. I would definitely try that. If at all I learn anything worthwhile during my future journey you can be sure that I will share a few lines with you :)
I will definitely look forward to building my social circle and building the right audience. Thanks again.
quakeboy2 karma
I did build it on the iPad/iPhone and the controls felt much easier actually compared to the mouse. Even if the game becomes an average success, I would definitely build different levels for mobile devices and include a level editor.
quakeboy1 karma
Thank you very much. Will wait for your reply :) I am sure it will help many others who are struggling like me..
quakeboy14 karma
I quit my day job just a week ago, and trying to make a living as an indie developer. I find it very frustrating to reach the right audience for playtesting, everyone around me plays/likes only super casual games like temple run, angry birds, fruit ninja etc. To be blunt, it breaks my confidence often that I will be able to release at least semi-decent games some day. Mine is definitely targeted towards better gamers (who are okay with controls tougher than very casual games, loves to experiment, love puzzles etc.)
I made an alpha version and posted on newgrounds, it received very good comments from people who are able to play it and enjoyed it. But I also noticed there is a huge number of people who ignored the game. I hope its not offensive to plug it here, in case you were interested. http://www.newgrounds.com/portal/view/617733?updated=1
So here is where I need advice from you guys, how do you play test certain genre of games? How to reach the right audience for it? Because I believe especially for inexperienced indie game developers like me, play testing really helps improve a game. Or Am I wrong? Thanks!
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