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- Aug 5, 2022
I had this screencap lying around for some time, seems like it's appropriate to post here - showcases the mindset and creative prowess of most indie "developers" as of today.
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I see this a lot from nëwdevs today, where they brag about doing something quickly or "in a day" as if it's an achievement not an indictment of truly terrible work ethic. And then people wonder why games are so incredibly unoptimized and buggy.View attachment 7334167
I had this screencap lying around for some time, seems like it's appropriate to post here - showcases the mindset and creative prowess of most indie "developers" as of today.
True. Work takes time, especially quality work. Even a pixelated game in modern times can be done well, if handled with care and patience. Which these people lack - they end up with projects that would've been rejected even back in 1997.I see this a lot from nëwdevs today, where they brag about doing something quickly or "in a day" as if it's an achievement not an indictment of truly terrible work ethic. And then people wonder why games are so incredibly unoptimized and buggy.
Yeah, you can make a game with gorgeous pixel art, like Owlboy or Iconoclasts.Even a pixelated game in modern times can be done well, if handled with care and patience.
I think Shovel Knight, like a lot of those "hit games" got overhyped either via ad campaigns or Youtuber involvement. Because I can clearly see the developers of the two games you provided as examples spent that time working, while the Shovel Knight dev started pushing his brap to the masses (You know, Undertale also has a similar story of gaining traction, although more complicated);Yeah, you can make a game with gorgeous pixel art, like Owlboy or Iconoclasts.
...if you're willing to work on it for a decade or so, of course. Meanwhile a dev that cuts corners will manage to release 3-5 games in the same timespan. Shovel Knight, which looks like this:
made more money that both those games combined and was completed in a year or two.
I just don't think that amount of effort put into a game correlates with sales. So if you want to make a game, you should release it as quickly as possible, cause the situation on the market is bad and is gonna get even worse.I think Shovel Knight, like a lot of those "hit games" got overhyped either via ad campaigns or Youtuber involvement. Because I can clearly see the developers of the two games you provided as examples spent that time working, while the Shovel Knight dev started pushing his brap to the masses (You know, Undertale also has a similar story of gaining traction, although more complicated);
I personally prefer the Adrian Carmack school of game art (In regards to pixel art), which is drawin sketches, scanning them, and then adding final touches in post-processing. Like so:
View attachment 7334755View attachment 7334756
These were then digitized and edited further, to complete the desired images:
View attachment 7334758 View attachment 7334762
Didn't they already do it in "Half Life: Entropy" to an extent?Half-life 2. Definite troonification material.
I just don't think that amount of effort put into a game correlates with sales. So if you want to make a game, you should release it as quickly as possible, cause the situation on the market is bad and is gonna get even worse.
This is also the difference of solo development and working with a team. Owlboy also languished in indie hell for 10 years not just due to pixel art. Small indie troons seem to be confined to a 1 to 3 person team, hiring a few extra hands would help increase work output... but also the expense. Cutting corners for a faster monetary to time return is reasonable for business reasons. If you're lucky, you get popular enough for another game, thus more workers.Yeah, you can make a game with gorgeous pixel art, like Owlboy or Iconoclasts.
View attachment 7334557View attachment 7334560
...if you're willing to work on it for a decade or so, of course. Meanwhile a dev that cuts corners will manage to release 3-5 games in the same timespan. Shovel Knight, which looks like this:
View attachment 7334566
made more money that both those games combined and was completed in a year or two.
They consider 99% of people today to be extremely immoral, do you really think they're prepared for any sort of relativism or grace when evaluating historical figures?Dante was actually progressist for his time.
The ultrakill fanbase would sperg out if people in hell were actually bad because they're sodomites and that's where they're goingYou know, I find kinda funny how the Ultrakill guy decided to put the people in Lust as actually they are good guys who just wanted to love, placing a tyrant like Minos as a good guy because of it, when Dante was actually progressist for his time.
In the Purgatory Dante puts some souls that are of homossexuals who got the chance of eventually going to heaven. But no, the people in Lust are there for stuff like rape and other crimes, but I guess the bi man who is clearly not the biggest fan of the "biggotry" wont just settle for "you may go to heaven if youre a homo but act like a normal person"
this wont happen because they'll have to actually go and study game design fundamentals and they're too busy gooning to do thatthey don't go and actually explore the design and gameplay philosophy
a lot of games here and adjcaent to these types tend to run the same gambit. The only nuances you're gonna get is the same dilemma of "am i really a woman/man" or "being LBTQ is hard you guys!!!" and you can play bingo with everything else like Capitalism, Religion, etc. As said plenty of times a lot of these retro inspired games feel like they like the style but don't actually use it for any engaging story telling. I've bought this up before but I see it a lot whenever i see a "quirky Earthbound inspired" game they end up being the same exact thing.What I hate about these lazy retro inspired games is that they don't go and actually explore the design and gameplay philosophy of those generation titles. Even narratively they fail to do so, especially crpgs which were more nuanced and explore various ideas. It's especially true with troonslop fallout mods that fail to take the narrative or the atmosphere of the original game that was far more oppressive and nuanced than later titles
Everyone knows Luffy supports the Houthi cause thanks to Hamas Piker.remember one time I said "LUFFY SAYS TRANS RIGHTS!!1!!"
I'm going to a-log classic CRPGs a bit here but were any of them interesting except by video game standards, which are already below stuff like young adult fiction? Maybe Planescape Torment but if that came out today everyone would complain about how the gameplay sucks, doesn't respect the genre and is mostly ignored in favor of the narrativeEven narratively they fail to do so, especially crpgs which were more nuanced and explore various ideas.
Fallout has existed since 1997 and been ruined since Fallout 2 came out in 1998. This means the series has spent 96% of its existence being ruined(Fallout) was far more oppressive and nuanced than later titles
It's been talked about in the YTP thread a lot which is more where it fitsI'm kind of surprised that Arzette hasn't been mentioned even once in this thread.
To explore any of those things, you have to think, question things, and be smart enough to draw your own nuanced conclusions and allow the player to do the same.What I hate about these lazy retro inspired games is that they don't go and actually explore the design and gameplay philosophy of those generation titles. Even narratively they fail to do so, especially crpgs which were more nuanced and explore various ideas. It's especially true with troonslop fallout mods that fail to take the narrative or the atmosphere of the original game that was far more oppressive and nuanced than later titles