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loose chicks
@loosechicks.omg.lol
Solo hobbyist game developer, currently working on a proper idle game 👇👇👇 Maybe indie someday, for now I'm just having fun ⛹️
I think, everyone uses wishlists because they are easily measurable and there are battle proven formulas for forecasting. Which makes it easy to start your forecasts in minutes. Other metrics are harder to convert into sales IMO.
February 13, 2025 at 12:36 PM
Lesson 4: Fast coding beats clean coding during a jam. Not caring much about code smell (worked solo) helped save time. Also, check out assetstore.unity.com/packages/too..., a scriptable object architecture pattern for event-driven games—super helpful! Unity has tutorials on this pattern too.
Soap - ScriptableObject Architecture Pattern | Utilities Tools | Unity Asset Store
Use the Soap - ScriptableObject Architecture Pattern from Obvious Game on your next project. Find this utility tool & more on the Unity Asset Store.
assetstore.unity.com
February 9, 2025 at 1:31 PM
Lesson 3: On itch.io building for the web can increase engagement since players can try your game without downloading. It seems to result in more ratings quicker.
February 9, 2025 at 1:30 PM
Lesson 2: Asset organization is key. I use assetstore.unity.com/packages/too... and eagle.cool for organizing assets from platforms like Humble Bundle. Still, I've realized the importance of tagging and categorizing to save time later.
Asset Inventory 2 | Utilities Tools | Unity Asset Store
Use the Asset Inventory 2 from Impossible Robert on your next project. Find this utility tool & more on the Unity Asset Store.
assetstore.unity.com
February 9, 2025 at 1:29 PM
A special shoutout to git-amend's YouTube channel, which has been a great resource for programming tips. This video in particular was helpful: www.youtube.com/watch?v=0_ZR....
AUTOMATE Unity Project Setup (and 15 Essential Assets for 2024)
YouTube video by git-amend
www.youtube.com
February 9, 2025 at 1:27 PM
Lesson 4: Fast coding beats clean coding during a jam. Not caring much about code smell helped save time (worked solo). Also, check out SOAP assetstore.unity.com/packages/too..., a scriptable object architecture pattern for event-driven games—super helpful! Unity has tutorials on this pattern too.
https://assetstore.unity.com/packages/tools/utilities/soap-scriptableobject-architecture-pattern-232107)[SOAP]
February 9, 2025 at 1:21 PM
Lesson 3: Building for the web can increase engagement since players can try your game without downloading. It seems to result in more ratings in a shorter time.
February 9, 2025 at 1:21 PM
Lesson 2: Asset organization is key. I use assetstore.unity.com/packages/too... and the eagle.cool for organizing assets from platforms like Humble Bundle. Still, I've realized the importance of tagging and categorizing to save time later.
Eagle - Organize all your reference images in one place
Unify your creative inspiration in one place. Store anything – inspiring images, design mockups, illustrations, screenshots and more.
eagle.cool
February 9, 2025 at 1:21 PM
Lesson 1: It's tough to prototype a genuinely fun idea. An idea that sounds exciting might turn out dull after hours of development (like mine). Realized how crucial quick iteration is! Creating a project boilerplate with systems like character controller and audio manager DOES save time. #GameDev
February 9, 2025 at 1:21 PM
Disclaimer so you understand my perspective: as a solo hobbyist, I've only ever taken projects to the graybox prototyping stage before, so the jam helped understand (to a degree) what it takes to complete a game.
February 9, 2025 at 1:21 PM