I hope this isn't too strange a request. I'm new to this whole thing.
I am by no means a great artist. But I'm not so incompetent that I need you to redo all my game's assets. What I'm looking for is someone who can do a variety of paint-overs of screenshots to give me a basis to work from. Variety on color, texture, mood, fidelity, and I'm sure many other artistic things I am not even aware of.
If this sounds like something you can help me with, please send me an email at [email protected].
But before you do, please know that I am rather inexperienced when it comes to any kind of professionalism, and also working with others. On top of this, I am not entirely broke but close to it. So try to estimate how much you would charge for something like this up front. Thanks.
I'm coming up to my second commercial release, a simple but unique puzzle game for mobile phones, and hopefully PC as soon as possible. My first game I didn't promote at all, and it got as much attention as I expected, almost none.
But for this game, I want to actually attempt to promote it. The problem is I don't have a lot of ideas for how to do that. I plan on making a trailer, and emailing as many game blogs that are relevant to this game as I can find. But other than that, I'm clueless.
If anyone has some suggestions for what else to do, or for how to do the things I've mentioned best, I would be most appreciative.
Everyone already knows that you can make money from cheap shitty games. You can make tons if they have pretty colors or cute graphics. Just look at any of the top grossing games on mobile devices.
And if all you're trying to do it make money, you should try to make your game more addictive. That game got repetitive very quickly, and only seems to have 1 possible strategy for success. It needs more than 1 mechanic to break up the gameplay, preferably something forcing the player to do something with the cursor other than draw circles around the food.
Everywhere something moves, show it moving. When a new block appears on the bottom bar, can it slide into position instead of just popping into existence? Can the blocks move and rotate from the bottom bar into position rather than snapping? Can they fall and thud satisfyingly into place in the track? Can they be transparent instead of wireframe while they're waiting? Can they stay yellow after they've dropped into place? When a line's filled, can it be shown to fuse solid in a way which carries positive connotations of success?
This continuity, physicality stuff isn't just "polish" - it'll make the rules and mechanics of your game much clearer to new players.
Holy shit. Yeah, do all of those things. That's where the magic happens.
My thoughts exactly. Thanks a lot randomnine, I like all of your ideas.
@screwtape: Thanks, I hadn't seen that. Lots of good simple tips and things to think about.
@Veracity: I really do need to fix the banding. I wasn't aware of the Windows Phone 7's 16bit display before starting.
I didn't understand what you meant by "Sort out the indicator of the structure being dropped in." Are you referring to the inventory of blocks? If so, they are 2d images. I decided on giving them isometric 3d to help differentiate between the 2 and 3 wide blocks. Is it visually confusing?
Thanks for all the ideas, and I'm glad you like the game.The game is made in XNA and will be releasing on Windows Phones as soon as possible. If I have decent results, or enough requests for other platforms, then I hope to port it later. It definitely deserves a Windows, Mac, Linux version.
Thanks Paul. That gave me a lot to think about. I might steal some of the visuals from that game, like the blocks exploding into planes. I'm not sure if moving the camera would be a good idea, but I might try it.
Thanks for the reply. This game doesn't really have levels, it just has timed modes and an endless mode. But yeah, the music is finished. The SFX is in the process.
So, I am by no means an extraordinary artist. I've been looking at this game for far too long, and I'm mostly numb to it by now. I think I have the design in a pretty good state. It's fun to play, and I'm happy with it. But it's not a very pretty game. I think it needs a lot of polish. But I have no idea what to do. Any suggestions at all are very appreciated. Thanks.
Hi, I'm looking for someone who can create sounds for my game Rapid Stack. It's a simple game for smart phones about stacking blocks. There is some old gameplay footage here:
Here is a list of the sounds I need: Menu Next Menu Back Place block into stack Fill Row Lose Multiplier Time running out (5 seconds left) Game Over
If you are interested, please email me at [email protected]. Thanks.
So, I have a frustrating dilemma here. I came up with a simple game idea for a change and so my programmer friend and I set off making it for windows phones. Not knowing it has a 16bit lcd display I made tons of gradients all over the place, in the menu, in the background of the game screen, in the HUD. So now it looks like this:
And in my arrogance I've assumed up until now that this was the fault of Microsofts' WP7 emulator. Only last night did I realize that it's because of the 16bit LCD. Since most of the assets I've made so far contain gradients, mostly to compensate for my still rather sub-par art skill, I'm really not sure how to fix this. We were planning on releasing soon, but this really messes things up. Any ideas?
This is for a little game I'm making, and I would really like any critique you can give me. I meant for it to look like a crude retro game, which is why I picked the CGA palette. I think the items just look kind of ugly and incoherent. But I want to stick to this resolution, so I'm not sure what to try.
I knew that everyone here would agree, but I just wanted to discuss it, because there must be something we can do. Just today I saw Osmos AND Eufloria posted on on a torrent site, and there are already a few hundred downloads. This makes me so mad, because there are very sufficient demos for BOTH of these games, and they're each only a few dollars!!
First I would like to mention that when I came on here and made a search for threads about indie piracy, I was stunned to find almost nothing. Other than a few blog posts and that lovely rev rant video, there were no other discussions about the topic. That needs to change. I feel that Indie Games are a truly remarkable gift we have been given and the potential is limitless. The beauty is in the almost Dadaistic approach to design, and the irreplaceable closeness the Devs have to their gamers, filling us in with weekly blog posts, doing almost everything in their power to give us a remarkable game, commonly for little or no payment. But there is a bug in the system, a horrid little reoccurring leech, sucking the life out of us. Piracy has been around for a while now, and it seems to have almost fallen back out of the spotlight, no longer a deadly sin. But it just isn't that way with Indie games. The number of Seeders and Leechers on some Indie Games posted on popular piracy websites is absolutely sickening. I understand that some people really do steal games only to try them, and use the game as a demo to see if they enjoy it. But this is not enough, there are too many people willing to through morality to the wind and ignore the damage being done. I need your help. The developers do. The Games do. Without your support, they will die. Please spread the word that stealing Indie games is not ok. I would love to hear what you all think.