Adriaan

@adriaan.games

Director at Hidden Folks (https://hiddenfolks.com). Game designer of many games (https://adriaan.games). Usability contributor for the Godot Engine. Organizer & investor at https://midgame.fund.

email from Google urging me to ‘optimize my pricing strategy’ and try their latest price tag: $0,05 wtf?! am i just completely out of touch with reality? i know ‘local purchasing power’ is a legit reasons for low pricing, but in what world could this math ever check out?!

email from google play. highlighted: “ensure the most competitive pricing “email from google. highlighted: price your products as low as the US equivalent of 5 cents

Months of work, a lifetime of learning, but the Levelling The Playing Field 101 Courses program launches right now. Eight €40 courses launching 10 days apart, I aim to make the critical less-spoken parts of indie gamedev accessible away from expensive visa-locked hotel bars. courses.ramiismail.com

it is difficult to be a caretaker and entrepreneur. i do it because it’s all i know how to do. because it’s the only way i know forward. because the alternative, giving up, is devastating. there’s periods of pure surviving, and there’s slightly better days, but it’s never the freedom from before.

Wallace@exalclaw.com · 3w ago

For @mothership.blog, I talked to over a dozen caretakers about the reality of being a caretaker while working in games. The short of it? It's *very* difficult. Here's a glimpse of the current experience, its consequences, and coveted standardized practices: www.mothership.blog/the-games-in...

bsky for game devs; best treat it for what it is: - 90% entertainment - 9% a pat on your back (if you post) - 1% informative, at most - 0% marketing for your games

most game business chat happens in private online groups. studio directors need a safe space to discuss money, employment, partners, and other internals. safe from drive-by rando’s with unnuanced and uninformed opinions, and safe from public judgement. CEO’s need to ask dumb questions sometimes!

Getting a lot of eyeballs at the moment, so, if you’ve also announced an indie game recently, reply here and show off your wares with a trailer. If you’re reading this later, go checkout these games and get them wishlisted (you know, just like you’ve already wishlisted Vampirium: 1997)

Proud to announce the next game Vampirium: 1997 Dracula is king of the United British Empire. Kill his enemies and find your own path through a minimalist immersive sim sandbox. Wishlists and retweets massively appreciated (and, you know, massively helpful) store.steampowered.com/app/4035190/...

Vampirium: 1997 on Steam

1997. Dracula is King of England. At his command, master your dark gifts to assassinate his enemies and secure his vampiric empire. Infiltrate locked-down locations, adapt and survive in living enviro...

store.steampowered.com

platformers match 3 joystick movement / camera multiple choice etc i don’t think these common game mechanics are foundational to games. i think we have barely scratched the surface of what game mechanics can be. part of what’s slowing down experimentation is hardware.

I think “the deal” (loosely implied) with open source software like Godot is that if you run into an issue with Godot, you make an issue report or a proposal to improve it. that is the only way things get better. Godot doesn’t have a QA department. Or a full time usability team. It’s on you.

level designer, genius: the trick is to guide player attention by lighting the path ahead in subtle ways using colors that are clearly in contrast to its surroundings me, normal player: where is the fucking light

I searched Godot’s PRs for AI uses and found 47 merged PRs that were actually AI assisted, out of ~40.000 since Godot 4.x. Maintainers – with years of experience in their specific domains and Godot's codebase – treaded extremely careful in reviewing them. And I think this is perfectly reasonable.

I see some concerns raised about Godot's policy on contributions using AI. TL;DR: Godot isn't vibe-coded. As a whole, the Godot foundation and maintainers are fairly critical of AI usage, and don't make nor accept vibe-coded contributions. Godot doesn't include AI features nor intends to add any.

Godot's current policy on AI-assisted contributions reads like this:

"The use of AI to contribute to Godot is discouraged, and contributions made entirely by AI are prohibited.

We acknowledge that AI can be useful, but we are convinced that human effort results in better and more relevant contributions.

If you do use AI, we expect that you put in effort to proofread and improve anything it generates, and that you disclose what you used AI for. As maintainers spend significant time reviewing your code, please make sure that the code you submit is well-tested and functional. Please be respectful of their time and only submit something you have put thought and effort into."