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Gameplay?
'Nothing works' Such as? Be specific. Games don't improve when people are vague.
Graphics?
What are you expecting here, honestly?
Characters?
They look similar, yes.
Animations?
lol depression jump
Story?
There's a story? Oh yeah, the RV. I forgot all about that.
Music?
Turned it off. I listen to my own music, and pause it when I need to hear something. It's not bad, but there is too much of a pause between tracks.
Optimization?
My game runs smoothly. I haven't had any issues. 100 fps. Sounds like the issue is on your end.
or maybe you just need to up your standards even for 1 person making the game ive seen alot better quality made stuff. look at what everyone is saying that isnt working, employees either dont work correctly and there inventory has a big issue, they dont put back what they pick up instead when something runs out if they having to use multiple ingredients they fill there inventory up all the way which results in the employee deleting anything else they pick up cuz there inventory is full, lets see the map itself has invisible object you can hit and thats just the tip of the iceburg
If you think something may infringe on an IP even if you are uncertain, you need to notify the party being investigated. It was basically "We're doing our due diligence, hope you don't mind" DDS is an indie game too, not really a Nintendo-Palworld situation.
@OP
As an indie dev myself, much of what you've said isn't incorrect, however the complexity of games has risen significantly in the past 40 years. It's not the 1980s where some kid at home with his cheap microcomputer can make something that looks pretty good, runs well and is also a smash hit.
Take an example of a smash hit game from the 90s with a small dev team, we'll go with Pokemon Red/Blue, as they were basically indie Gameboy games until the pokemon craze started. Game/s had about 10 developers. Total development cost was about 200K USD in 1996 money, more than double that now.
It was two dimensional. Turn based. Used repeating tiles in the GB graphics system for all game graphics, there are less pokemon than total drug combinations in the entire game, though each pokemon has a unique sprite and backstory, hence about 10 devs, probably a single one doing story related stuff. The game takes about 30-40h to beat with most of that time being repetitive turn based battles, not that there's much wrong with that. I'll reiterate that it was made by about 10 devs, with what would be about half a million dollars today.
This is made by one guy. With a budget of practically nothing.
The game has some glaring flaws, I, personally can't stand hearing friends watering plants across the map as I'd have used FMOD which is much better for audio systems, but also takes time to learn. These are flaws which will probably be patched out as the game gets out of EA, but for a single dev, it's a pretty good game. Has about as much repetition as pokemon red/blue, costs 10 dollars less (not accounting for inflation, with inflation, 30 less) and has more to promise. Unless Tyler takes the money and runs, though he seems committed.
TempleOS looks like ass and is pretty clunky, has no networking and assaults the eyes, yet it's still a massive achievement (far more than S1 too) for a single guy to make.
Honestly I would recommend you download unity editor and try and make a simple game. Total gameplay time, fifteen minutes, about the same as a Newgrounds flash game. Then get back to me and let me know how easy that is. You can pull the audio from a royalty free audio source, as Tyler got given the gameplay music for free up-front, but is probably paying the guy who did the music now he's made money.
Making a game, getting it on steam, doing the work required to set up a business and everything else is far from easy. Most people don't understand the work that actually goes into it, telling family I'm working on a game part-time while doing other stuff didn't have them thinking I was actually working until they asked to see the game, at that point when they saw me having to switch between unity editor, FMOD studio and VS code to give a short very, very pre-alpha demo, they seemed to think it was actual work and not the same as playing vidya.
(read, my suffering is still outweighed by the fun factor)
Imaginary friends are still imaginary friends.
The game is clunky because (if I were to make an educated guess based on experience) Tyler has no experience making Unity games, let alone any games.
Unity is great for projects like these, the downside is most games suffer the same problem of having all sorts of badly designed and implemented controls, UI and gameplay.
Imagine showing up to a party uninvited and complaining about what they chose to drink, eat and play.
If you can't comprehend stylistic choice, then you'd do best in avoiding trying to insult the creator.
Do better yourself.
That's the same as above. You are basically complaining about "south park" being bad because it's not a Disney Pixar movie.
The "story" is (most likely) meant to be fuzzy and wacky.
IDK, I didn't play the game for the "story".
There is a slider in the settings. You should try it. And no, not the music slider.
IF you get PP frames, then you have bigger issues. Touch grass, get a job and update your rig. It surely has to be over 20 years old by now if you get PP frame rate.
I'm sorry what now? You do know the Devs at DDS have no issue with this game correct? So what ignorant nonsense are you spewing right now?