Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
newobj
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
6 ms
·
31.
▲
by
newobj
8mo ago
that's awesome. it was a deeply mysterious game to me as a kid. the first mysterious game i ever encountered really. hell of a vibe.
32.
▲
by
newobj
11mo ago
if they're so bad they're good ... they're actually just good. probably because they capture something increasingly rare: the human and personal touch of an artist who's not straight jacketed by "safe mode" mar
33.
▲
by
newobj
1y ago
I know they're not serious because they didn't recommend methylcobalamin. Kinda funny how in all this chatter no one is talking about MTHFR etc.
34.
▲
by
newobj
1y ago
buy stupid devices win stupid prizes
35.
▲
by
newobj
1y ago
Whoa this is sick
36.
▲
by
newobj
2y ago
I've heard this music somewhere before.... Telefon Tel Aviv I think? why isn't it credited?
37.
▲
by
newobj
2y ago
None. What I delivered is what was in the contract.
38.
▲
by
newobj
2y ago
Thanks Rand! 1) It obviously varies w/ each dev's situation, but I think your sense of the value prop is a fair default one w/o context. In my case, there were four reasons: 1) having a partner to help with (to me) "the
39.
▲
by
newobj
2y ago
I crunched myself to get the game out by the end of 2024 before the saturation I knew was coming took place. I think the simple premise, watchability, humor, and presentation of the game helped it stand out. My advice: Have a super solid ho
40.
▲
by
newobj
2y ago
Oh hey Matt! Thanks!!!
41.
▲
by
newobj
2y ago
Not me
42.
▲
by
newobj
2y ago
It was discussed with my family (wife/kid) that this was going to be my near singular focus for a year, and it basically was. Luckily everyone was supportive because they knew how long I'd wanted to do this, and the fact that I al
43.
▲
by
newobj
2y ago
It was intentional that the game got harder by broadening the pool of drafts. The design goal was that you need to develop your skill to build more flexible boards, that don't rely on just forcing a single synergy to materialize. Unfor
44.
▲
by
newobj
2y ago
The game took one year to make and I am a severe workaholic, so, I found it easy to just put the pedal to the floor for exactly one year (and then simply die afterwards, lol)
45.
▲
by
newobj
2y ago
FWIW, it works on the Steamdeck, natively, without Proton -- so it's a native Linux game in other words. Apparently a lot of folks are playing it on desktop Linux, as a result. It's just not "officially supported". I
46.
▲
by
newobj
2y ago
"There's always a chance" .. People have had luck playing it via Whiskey/WINE, but I would hate for you to spend money and find out it's not a great solution, so I can't encourage it.
47.
▲
by
newobj
2y ago
It's a stock animation from mixamo :P
48.
▲
by
newobj
2y ago
Wishlisted! I love the premise and the look of your game! Good luck!!
49.
▲
by
newobj
2y ago
Godot 4.2 w/ C# The artist is Hanja Grgičević. Thanks!
50.
▲
by
newobj
2y ago
There are a lot of interpretations, but it's roguelike in the sense that: 1) It's permadeath 2) It's random 3) It's systemic The term is used quite broadly these days. Only the "Berlin interpretation" is quite
51.
▲
by
newobj
2y ago
I started trying to make games as soon as I got an Apple //c when I was like 9 years old. I went to MSFT out of college but quit to work on games like a year into it. My first games job was at Monolith (RIP as of yesterday) and wa
52.
▲
by
newobj
2y ago
Yeah, I'm open to podcasts! I did one with openindie already: https://creators.spotify.com/pod/show/openindie/episodes/33-... (dm me on bsky: https://bsky.app/profile/newobject.
53.
▲
by
newobj
2y ago
Thanks! Godot 4.2 w/ C#. I started with Godot 3 and C#, but ported to Godot 4 a couple months into the project, because it was my understanding that would help console portability in the future. It was a bit of a pain, but not too bad.
54.
▲
by
newobj
2y ago
haha the "wooow" was very last second, and meant to kind of be ... "snide" ... watching streamers play it and saw "wooow" along with him every time absolutely delights me to no end.
55.
▲
by
newobj
2y ago
Honestly it felt fun on day 3, the first time you could drop a ball and there were a couple triggers that did things. As a verrrrrrry pessimistic person, the fact that I actually thought it felt fun was like a huge flashing light above my h
56.
▲
by
newobj
2y ago
I very explicitly, with my family's support, set up the expectation that the game was my #1 priority in 2024. I only took one small vacation, during which I still worked. My wife and I would watch one 30 minute tv show at night, and do
57.
▲
by
newobj
2y ago
100%, it was really the only form of promotion the game had, besides the demo itself, and the trailer. Ballionaire was accidentally designed to be verrrrrrrry streamable.
58.
▲
by
newobj
2y ago
I worked with a publisher for a few reasons: 1) I didn't know what I didn't know, and didn't want to "find out" AND make the game at the same time. I needed a partner for the business/marketing end. 2) An advan
59.
▲
by
newobj
2y ago
Appreciate the thought but that's a full time job. I have to conserve whatever energy I have to actually work on the game. (Seriously, I think a lot of devs distract themselves with this stuff. Just make your damn game.)
60.
▲
by
newobj
2y ago
Honest answer? Dancing stick figure guy on the title screen. I did it very early in the project, in a fugue state at 3am. It lingered and lingered there, with ppl wondering "Is this real? Is this the actual title screen?" and luck
More ›