Transferm witch/programmer/musician. Just trying to vibe in a world that can't catch the vibe.
Always a dragon, sometimes act like it.

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junkmail
@junkmail

There's a real problem with actually getting eyes on your indie game, which is that when you're not an artist and don't yet have an artist on your team, your game looks like shit for long portions of development. This means that your videos and graphics are always going to have trouble doing numbers on social media or kickstarter.

So when people ask for shorter games with worse graphics, is there like, an actual method for getting people to pay attention to one of those games? Every one I've heard of was basically exclusively by word of mouth or award shows, and I'm not in place to get on award shows and I'm not cool enough to get word of mouth going.

This thought brought to you by: games in the same genre as mine which are less complete but have prettier animation and sprites and therefore got more publicity, especially on kickstarter.


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in reply to @junkmail's post:

The one thing that could help in general, is to just lean as hard into your own personal aesthetic as you can. This might not help with attention at first, but it does help with getting your work to a point, where people can look at it, and immediately understand who is behind it, which over time can help with building an Audience.

The other part that might just help in general is movement. Both because it communicates what happens in a game much better, especially when it's abstracted, and also because even abstract graphics, look and feel more interesting, when they are moving around.

None of this is a guarantee, because that part is very heavily influenced by a game's overall budget, but it does help with getting people's attention, even if it's just a handful.

I don't want to push on this too much on account of me being a rando who just appeared out of nowhere, but I don't think you need to be a visual artist, to have an aesthetic.
Basically what I mean by personal aesthetic is a combination of "what things you draw tend to look like" and "what style of drawing is easiest for you to get done".
At the same time, I understand that there might be some things that are just too exhausting to do yourself. I have this problem with making music for example.

P.S.: I think the stuff you post here looks neat.

I think the spirit of that motto lies more on the AAA side of things rather than indies. The idea of AAA executives squeezing people out of their souls to make every single pore of a character and every atom in existence of the game look ridiculous.... the motto says something like "yeah we don't really need that".

But the AAA is way different on the scale of details and polish they do. They are polish machines before anything else. There is the famous anecdote from the P.T. game that they have to make the assets look "way worse than they were" so it would feel more "indie", which is a bit insane if you look at the quality of those assets. Like I said AAA is such a different world.

But in the world we live in, for better or worse, graphics tend to be the first thing you see, especially if you want to sell.

It's not always the case, as an example, Undertale does not have the best graphics there, but it stuck because it had a previous fan-base from "obscure" rom hacking forums. Their charm was found somewhere else.

I don't know what to tell you, it hard. MY recommendation would be to try to aim for something unique about your game and stress a lot on that. Something like caves of Qud relies on the insanity of the possibilities of the rng, similar to what Dwarf Fortress does.

Also, you can buy cheap asset or find one with acceptable licenses. I know people like to call out asset flips... but more games than you know do use a lot of bought assets and people don't notice nor care because the elements are cohesive and good and make sense in your game (and yeah the game is mechanically good of course, people go for the graphics but stay for the gameplay).

You will take time curating though and finding a cohesive aesthetic though its not just buy a put in your game.

And my last idea is to get a cheap kit bashing tool. These use predefined lego pieces and you can form something relatively quick without too much effort.

For 3D I think of Kenney's asset forge
https://kenney.itch.io/assetforge
https://kenney.itch.io/assetforge-deluxe

And for 2d there is this nifty pixel sprite tool
https://blastmode.itch.io/pixelbasher

These all cost money though, maybe there are some free to use... itch io has some of these around.

Now these are probably not better than hiring someone, but it can give you a quick start and a potential foundation if/when you hire somebody to make the art

premade assets

I looked into this, and my conclusion was that every single asset pack I could find in the genre was both too small and such irreparable readability issues that I would be doing a similar amount of work as just making my own.