Mr Bubbles

u/roxas2153@lemmy.world
2 posts · 12 comments

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It is true, the gap between Hollow Knight and the other two is large (Steam Reviews as source, and general ease of finding it). But even finding something like Hollow Knight was something that conveniently popped up through either a Curator or in Specials at one point for me (can't remember for certain).

Growing up, if a game was not something that showed up at E3 or was mentioned by a friend (and then later, showing up on Steam's Specials or Top Selling), I never played or heard of it. And Steam is good, but I guess I was looking for something that targeted Indie games in particular, and if there existed a yearly showcase or event that was dedicated to Indies.

Hadn't considered GOG or heard of Indiegala though, thank you for the reference!

To me, this seems like a lose-lose scenario. One one hand, the longer the game takes, the higher the expectations will be for a game taking 10+ years to develop. On the other hand, seeing how the last few releases were when they didn't have 10+ years of development time... but maybe this will be helpful?

This strategy makes a lot of sense. When you get to a section of the program though that you know you are going to dread, whether it be something with the UI or something in the backend, do you knock off sections of it while working on other parts? Or do you try to get it out of the way as quick as possible? These parts for me tend to be the ones that kill a project.