go play garbage growth

Joined September 2025
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apepatrick retweeted
Replying to @apepatrickdev
It's very easy to find assets or reuse existing things you made before to kickstart the project. I wanted to prototype a simple FPS game so I just bought Kay Lousberg's prototype asset pack and boom, I have a dummy to shoot and a few weapons. I needed a character controller, so I just took one I made a few years ago and boom, I have a simple FPS and I'm shooting stuff. It seems to me that the ecosystem is just bigger compared to GameMaker for example, which I'm using for Fireworks Incremental. On top of that Unity supports 3d, which I want to explore almost exclusively for the next few projects. Reusability of libraries is something that I want to heavily explore moving forward and it also seems to me it would be better if I did that in Unity compared to GameMaker. I could imagine that in the future I could have an internal Unity project that already has a few character controllers, assets, a basic savings system and I can just import it into a new project and kickstart a brand new game in 5 minutes. In the last 4 days I spent 25 hours building 3 different prototypes, all in 3d and idk man it just went significantly faster than if I was making it in GameMaker, I feel like. Or maybe it feels that way to me because these projects are in 3d and it seems like it would've taken longer? idk, the prototypes I made are very simple but to me it feels impressive and quick and I just see potential in this approach and in the Unity ecosystem.
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Replying to @aeejazkhan
this is skill issue
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Replying to @FrajdaGames
releasing a game commercially is in itself a huge achievement and u learn a lot from it :) may i ask, whats so different about unity that make it faster to prototype
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are 3d incrementals now the new trend? there has been a huge wave of 2d incrementals on steam and i believe its going to be the same for these kind of games, i feel like the 3d aspect has not been that "popular" before that find the needle clip went viral
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Replying to @Nyanflick
i sent a dmca 2 months ago and it just resolved a few days ago, it took this long but hey at least it got removed
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Replying to @NashMuhandes
absolute dogshit take and i won't bother to explain why
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roblox finally removed the game
so apparently someone stole my game assets and put them on roblox bunch of sprites stolen and even my capsule art not only this is a clone of my game but it is actually performing well at 1k daily players in average and also making money...
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Replying to @FrajdaGames
Nice :) when does it release?
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Ofc yes. But atp i'd just do the art myself considering it has almost no animations which is much easier to draw Total cost: 0$
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Replying to @FrajdaGames
Oh i see. Try implementing a simple playtime tracking stats, then you read where most players drop, this is really helpful. I'd even suggest implementing it as soon as possible in your playtests before the final release Without analytics my game would have never popped off and that's because i ran lot of playtests and iterated lot of time, don't miss out on it!
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Replying to @FrajdaGames
Try using unity analytics they give you great stats about where players drop off
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Replying to @RisingSunInt_
Anyone saying $10k+ is delusional, most of the art here are static sprites which takes much less resources and time than animated ones (from the look of it most animation is done thru scaling and rotating which can be achieved fully with code) Definitely in the 500- 2k range
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2 weeks since releasing my first solo indie game (Incremental Fishing) - Here are the results & stats! 🎣
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Replying to @Tofee3_
Yes i'll keep u updated when i get any answers from roblox
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There are a tons of sprites stolen fym
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Replying to @TakenDelta
u can steal the concept idc but straight stealing my assets bruh at least put some effort
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Replying to @Neryx91
yeah bro thats fked up
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Replying to @Theocrules1
i initially started game dev on ugc platforms, i don't think i want to jump in back there. im good on steam but seeing this ofc sucks but thats what it is
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