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> It's kind of how people brutally skewer the $5 Steam indie game, but if the $80 game made by the AAA billion-dollar studio sucks, folks seem to be much more f
by cableshaft 2y ago
> It's kind of how people brutally skewer the $5 Steam indie game, but if the $80 game made by the AAA billion-dollar studio sucks, folks seem to be much more forgiving.
...yep. It gets really tiring. Expectations for even a $5 Steam indie game are really high. Needs to have achievements, leaderboards, steam cloud saves, works on Steam Deck, have online multiplayer, be localized in 8+ languages, accessibility options, controller mapping, have zero bugs, have every single game option you expect in a AAA game, work flawlessly on all platforms with zero bugs, and have 10+ hours of gameplay (but preferably 40+), or else you'll get buried alive in the reviews.
There's a reason it's taken me like 10x longer to get my current game out compared to past games. It's trying to get somewhat close to all these sky-high expectations (also more responsibilities and less energy now that I'm older, though).
I didn't have any of this crap in my old Flash games I used to make (except maybe zero bugs, but even that wasn't always true), and somehow those got played millions of times then. But expectations are much, much higher now.
Granted I would like most of this stuff in the game myself too, it just takes a long time to get it all in there, especially as a solo dev.
- nadermx 2y agoFor multiplayer and leaderboard are those things that already have pre packages you can equivalent of pip install?