krish – 起死回生 [Wake up from death & return to life.]

December 12, 2012

Indie Game Dev/Designers – Things to Do, Things Not To.

Couple of hours ago I got a request for a game review by an Indie/seemingly Indie dev.
Playing that game, and even some similar games earlier makes me write this list of Do’s and Don’ts for an Indie.

SideNote: Yes, I tend to play a ton of games to learn design flaws and excellences, as an Indie myself; I think its a must..

I however, will avoid making references to those games; because I consider it rude/too harsh on young Indies :)

So, here’s a list of Don’ts to start with.. and I’ll keep adding/updating the list as I come across more and find time to instantly add it.

If you’re an Indie, you might wanna skim through this list.. I know it gets excited and hyper to launch a game, but a quality stuff matters more than just throwing something half done out there and then asking around people to review it.
Take it with a pinch of salt :)

Indie DONT’s:

1. Don’t release your game as a version 1.0 / any stable to any app store before it actually is a properly done game.
Most of the games I get asked to review look like prototypes.
Please take feedback from other Indie game devs who have already released a good game before considering your game ready for app store shipping.

2. Don’t spoil the gameplay by accompanying it with horrible art.
I’ve seen some games have potential due to their gameplay, but the art sucked to an extent that it made the game eyesore and I stopped playing after 3-5 minutes.
I’m not saying everyone can be a great game artist, but if you don’t have the skill.. please take external help.
Your game will end up selling more and you will see rewards.

3. Don’t spoil the gaming experience by using ear-paining sounds / using no sound at all.
Game sounds are as important as Game Art is. Please get some good sounds in the game…unless your game is the next Limbo.
The player needs to be hooked up both visually and acoustically.
I simply tend to fall asleep if there is no sound in the game; if there is a horrible one, I’d anyway turn off the sound and hence again fall asleep.

4. Don’t ignore your Animations.
Games run on different devices, they can be slow/fast. They could be loaded with other processes eating up the memory.
If a gamer clicks/touches on a certain option on your menu and has to wonder whether the “touch/click” did happen or not… then you’re in trouble. You were probably missing a simple animation that changes color of an option on touch.. letting player know that ‘ok you have touched this option, now wait’.
That’s just the simplest level. There are tons of places where devs/designers seem to miss simple animations that make the game feels responsive.

5. Don’t LIFT art from other games and put them in your Stable release.
Again on the topic of art, I happen to notice a game that uses another game’s Protagonist (developed by a different entity; so not your property) and change the ‘color’ and use it as one of the Antagonist in their game. Not just that, they’ve also used couple of minions (with color changed) in their game.
Which is kinda shocking, because Yes, you can use art from internet for prototyping, you can use license free sprites in your stable release too, BUT using another game’s IP (Intellectual Property), in your STABLE release! A Big NO.
You should be just thanking your stars that your ass isnt sued already.

6. Don’t ask your friends/family/colleagues(non-gamers) to write a Nice review with 5 star rating on app store.
The moment a real gamer looks at those reviews / even a real investor looks at it.. we know that it’s a premeditated review. And on top of that, when we play the game and it turns out to be not-that-great… your game loses even more respect (and even you as a developer lose respect) to have asked people to write “This is awesome. You exceeded my expectations” and also give a “5 star rating”.
I encounter those, I don’t play another game from same developer.. I don’t even care to look at it.
Have some standards, Have some respect to the appstores that might get you revenues later. Don’t forge it. Get real reviews from real gamers.
I’d anyday be happy to play a 3.5/4star rated game that is fairly good, than play a 5 star rated game that has forged reviews and is crappy as hell.

7. Don’t overlook minor User experience stuff
Games that don’t have a ‘Turn sound off’ option, that don’t give enough visual feedback on touches, that don’t have a tutorial on how to play, that has a misguided ‘help’ button, don’t have an exit button/option, don’t bother to reward users on small achievements.

8. Don’t be like an ad serving Porn Site
I agree its difficult for us Indie’s struggling with revenues, but that doesn’t mean you’ll go and put ads at places where player NEEDS to touch/click in order to play the game; forcing users to either click the ad or making user accidentally click ads in between gameplay.
Both are terribly annoying!
I’ll give you an example: Today I played a game that has all its ads stacked up at the end of each level/within a “more games” option in the menu (ads, cross game promotions etc). and then another game that had its ad placed at bottom-center of the screen where I needed to “swipe” to play the game.
Guess what:

First game – I played for 20 mins. I finished couple of levels, wrote them a nice review on app store. Gave 5 star rating. Wanted to tweet but their tweet button was bit broken sadly. Clicked on 11 of their ads featuring other games, downloaded 9 of them and will play them tomorrow. The game still exists on my tablet and I’ll play it again.

Second game – Looked at it 3 secs. Tried to play without touching the ad on accidental swipe. Hated it. Closed. Uninstalled. Will never play it again or may be even not look at another game from same publisher.

9. Don’t have unambiguous/endless/vague objectives if your game has levels and is not an RPG/Puzzle
Damn you if your game says it has 150 levels, and I’m playing the first level since last 15 minutes and your game is a ‘Casual’ genre. Of the 15 minutes, 5 minutes I try to figure out what the fuck I am supposed to do (lack of tutorial), 10 minutes after figuring out due to self-intelligence I’m just killing same minions again and again, with same difficulty level, with no sense of when the stage is “marked” complete or what are the objectives to be met to complete a stage.
Game is uninstalled and it will be long time before I look at another game that says same publisher.

Contributions from Redditors :)

11. Don’t advertise your game before it’s ready to be advertised. – by HollisFenner

12. Don’t Bite more than you can Chew! – by ChainsawSam

13. asskickingjedi and MrFidelmios have a list of valuable advises which I thought would be injustice if shortened to put them here.
So linking you directly to it - http://www.reddit.com/r/IndieGaming/comments/14po9p/indie_game_devdesigners_things_to_do_things_not/
Alrighty Guys, that’s it for now.. As promised I’ll keep updating the list. Gotta get back to work :)

December 8, 2012

Right Now: What am I up to?

Dec 08, 2012. 02:03 am IST – A new logo coming up for Toonheart.

 

Finalising the logo for my gaming startup - Toonheart  :)Dealing with hand sprain but it can't be helped.... Work is Work.

Finalising the logo for my gaming startup – Toonheart :)
Dealing with sprained wrist, but it can’t be helped…. Work is Work.

Nov 18, 2012. 01:41 am IST – Still working on my prototype game.

Fighting 13C weather off with my biking balaclava,

Indie Game Dev’s Life.

and listening to this in loop mode.

To read my past time entries click on (more…)

January 12, 2011

Site’s Live!

Filed under: Art — krish @ 6:39 am
Tags: , , , , , , , ,

Brainstroming over Drupal vs WordPress followed by 7+ hours of hacking wordpress, comicpress themes, living off duck eggs, chicken ham and litchi juice, just did it :)

Site’s Live! @ http://www.toonheart.com – Alpha Release
Thanks to koolhead17 for the server space.

Limits of Alpha Release:
1. Payment gateway – Fans will have to wait to buy prints. Inconvenience Regretted :)
2. Social Icons limited to Facebook and Twitter
3. No warnings, Parental Advisory notice – please be 18+ and mature enough before visiting the site though. ;)
4. License Notice not mentioned – Although rest assured it is under http://creativecommons.org/licenses/by-nc/3.0/
5. Feeds not available yet.
And more to come..

Stay Tooned :)

Follow Us: TWITTER
or if that’s too much to ask ;)
just
Like Us: FACEBOOK

Evil Plan of World Comication (as opposed to Domination) Begins! :P

December 7, 2010

I am Megatron Chibi

Filed under: Art — krish @ 3:56 pm
Tags: , ,

Gimme the cube boy!

Someone said Megatron looks ugly?

November 2, 2010

Pug hates Vodafone

Filed under: Art — krish @ 12:30 pm
Tags: , , , , ,

It’s official guys, even the pug hates Vodafone.

Pug hates Vodafone!

Hoping this can reinstate some shame into Vodafone guys; if there was any in the first place that is :)

October 14, 2010

There is no bitching around the Holy Cow!

Filed under: Art — krish @ 12:08 am
Tags: ,

Can you convince the Holy Cow?

So well, another poster for the very old slowly moving “Project – Holy Cow!”.

Another interesting thing is that today I spotted a facebook pic update that shows something similar shown during “Chitrakatha 2009” .. pretty weird.. it definitely looked like a super powerful cow… pretty much close to my comic idea.

I’d really hate to see ideas stolen and tried to be proved as original concept; some people also take things much to a dirty level by suing and claiming loss.

Guess this is one of the downsides of people like us who believe in Open Source/Creative Commons and keep our ideas open, while people sneak them as their own and then gang back on us!

August 7, 2010

Twidark!

Filed under: Art — krish @ 1:08 pm
Tags: , , , ,
Twidark - the nightmare of a vampire!

Twidark - the nightmare of a vampire!

So when a day starts with
> first show of “Twilight Eclipse” and when you’ve missed “New moon”
> followed by a 200kms drive into forest
> losing your route on the way back, in the dark and heavy rain, deserted roads
> hunger making you think ‘i should’ve been a vampire’ while you look at your co-driver with those eyes

there’s nothin’ better than drawing what you get from the movie :)

July 30, 2010

Most geeks prefer not to pay for OS that they don’t use

Filed under: Art — krish @ 9:32 am

Someone needs a better strategy!

July 22, 2010

This is sometimes a bad habit!

Filed under: Art — krish @ 11:11 pm
Tags: ,

This should not become a habit !

November 15, 2009

Tata nano toon poster

Filed under: Art,Uncategorized — krish @ 10:36 pm
Tags:

How do you like this?

Tata nano under the moonlight with constellation reading “nano rocks”.
Sunday well spend, I’d say! :)

 

Tata nano - my toon version

Say, how about I start doing a mini comic book on nano!

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