Indie Game Developer 🕹️ Pixel Artist 🎨 Managing @FOCSdev

Joined August 2018
Replying to @notch
@notch Can everyone please retweet this and let Notch know I want to interview him? Notch, I've interviewed some top tier indies and game devs, including Jon Blow, Ken Levine, Daniel Mullins (inscyption), and Ed McMillen. Wanna do this? DM me :)
2
7
1
51
1,597
Hello there fellow gamers and game developers 👋 What makes you buy/wishlist an indie game the most? #gamedev #indiedev #indiegame
50%Unique Gameplay
0%Amazing Visuals
50%Genre Familiarity
0%Other (Mention below)
4 votes • Final results
1
2
96
CDisco retweeted
Check this out if you use Unity Engine :) I worked on it
Today, we announce the release of our new Unity asset: The color palette editor tool 🥳🎉 Create color palettes and use them anywhere in the code! Stay consistent 😁🎨 Get it from the asset store (50% OFF): assetstore.unity.com/package…
1
184
Happy #MarketingMonday Steam devs, have a 💰 Steam Discount Cheat Sheet 📈 Share it with your #gamedev friends!
7
57
1
368
14,029
Hey! It’s #TrailerTuesday 🚀 Quote ✍️ or reply 💬 to this post with a trailer of your game. #indiegame #gamedev #steam #wishlist #indiedev #indiegamedev
1
58
Happy 3 month anniversary to the Steam Dev Cheat Sheet (v3). Share it with your fellow #gamedev folks! Any requests for future versions?
19
497
18
2,818
143,607
Hey! It’s #WishlistWednesday 🚀 Quote ✍️ or reply 💬 to this post with your game’s link. #indiegame #gamedev #steam #wishlist #indiedev #indiegamedev
1
1
50
Hey! It’s #TrailerTuesday 🚀 Quote ✍️ or reply 💬 to this post with a trailer of your game. #indiegame #gamedev #steam #wishlist #indiedev #indiegamedev
2
2
1
52
Hey! It’s #ScreenshotSaturday 🚀 Quote ✍️ or reply 💬 to this post with screenshots of your game. #indiegame #gamedev #steam #wishlist #indiedev #indiegamedev
1
40
Hey! It’s #WishlistWednesday 🚀 Quote ✍️ or reply 💬 to this post with your game’s link. #indiegame #gamedev #steam #wishlist #indiedev #indiegamedev
1
46
A thread on how to recognize and avoid AI #gameassets! Using these game assets is not allowed when releasing a game on Steam, but might also lead to other legal issues as it's hard to determine who owns the rights. How to recognize them; 🧵
28
518
13
2,176
242,725
Hi, I'm Ryan! 👋 If you haven't been following along on YT, I'm a solo game dev working on my dream open-world adventure game, Night Stones. Check out the trailer and let me know what you think! #indiedev #indiegame #gamedev
1
2
2
16
791
CDisco retweeted
📣 Introducing Unity 6, the next major release of #Unity. We’re bringing back the clarity of our original release naming in one powerful, polished version. Unity 6 will be our next Long Term Support version, coming in 2024 🧵 (1/5) #Unite2023
216
867
452
3,444
1,234,973
Two Eyes is now OUT! Get it now on: Google Play: play.google.com/store/apps/d… App Store: apps.apple.com/us/app/two-ey…
1
64
Here are my 5 suggestions to Unity, under the assumption that a full complete reversal is not going to happen and the fee is here to stay. If you're 100% done with Unity or you're only interested in a full reversal then skip this post, personally I don't believe a full reversal is coming. Also quick disclaimer: My suggestions are coming from my point of view as a Steam PC solo indie dev, I have no expertise in mobile/f2p. I hope Unity will listen to this feedback but I also hope they will look for feedback from all the other areas of the games industry when deciding what changes to implement. Things that might work fine in one area might be disastrous in another. 1. Add a simple fee revenue cap, like 3-5% So the fee would be either the per-install fee or the revenue cap, whichever is smallest. This one simple change would at least ensure those terrible scenarios don't happen where developers could go bankrupt due to the fee being >100% of revenue. Alternatively: Just allow the developer to choose per-install or revenue royalty. 2. Allow developers to self-report their sales numbers Instead of all this per-install nonsense, just let me send you a screenshot of my Steam stats and do the math based on actual sales. This way there's no need for a proprietary algorithm to identify installs/reinstalls/multi-device-installs/piracy, just let the developer tell you their sales and do the math on that. 3. Remove the fee for Unity Personal and simply require people to get Pro when above $200k As far as I know the limits update instantly the second you change license, so there's absolutely no reason why anyone would pay the $0.20 fee. If someone has over 200k downloads and is approaching $200k revenue, they would simply upgrade to Pro and raise the limits to $1mil. There is absolutely no logical reason anyone would deliberately pay the $0.20 fee Just add that revenue limit to Personal and you can cut down an entire column from the fee chart and greatly simplify things. 4. Revert the 3 day online requirement for Personal This used to be 30 days, why was it changed to 3? That seems needlessly restrictive. Maybe I'm missing some strange scenario where people are abusing the Personal license, but I really can't see any valid reason to make it so limited. Personal is for fun/hobby projects, people like to go on vacations to places without internet and do some fun game dev, there's no reason to punish them. 5. Allow people to remove the Unity splash screen in Personal The splash screen was great to promote the engine, but nowadays everyone already knows Unity so there's really no reason for it to exist. Some people do not want to have the splash screen and with the removal of Plus I definitely don't think removing the splash screen is worth the $2k for Pro Those are my clear actionable suggestions that I hope would help make the best of a bad situation.
50
77
5
678
85,764
CDisco retweeted
We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.
7,629
3,836
5,836
21,947
12,872,027
So... The last few days have been kinda rough. I have been at a few local developer gatherings and it's been a weird atmosphere. It's the first time I heard questions like: "How do I leave the industry after years in it?"
6
13
2
310
19,222
Am I swapping to Unreal Engine now? Let's do some math. Assume we sell a $15 game and we've already hit the minimums for Unity and Unreal (IRL we'll hit Unreal's minimum first). Unity now takes $0.20 per download. Unreal takes 5%, so $0.75 per download. So, no. No switching.
115
33
12
321
73,817