If I'm an indie dev should I make 2D or 3D? 2D is literally 5x easier, I have experience in that...

If I'm an indie dev should I make 2D or 3D? 2D is literally 5x easier, I have experience in that. I do however care that my game can gain a following though. I'm just worried 2D is dead?

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You should make the game in whatever format would fit it best. Some games work better in 2D. Like if you're going to make an Oregon Trail or traditional JRPG, it should be 2D. If the gameplay needs 3D to work, then use 3D.

I guess it could be considered similar to Rimworld so that checks out. Has even a single 2D game been successful in 2021/2022 though? Haven't heard of any.

>I'm just worried 2D is dead?
No. Have you not see how many successful 2D indie games there are? You will need something to separate your title from the others though if you want it to be played.

Unity or Godot? For small 2d and 3d games

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You could make decent-good 2D that isn't lazy pixel art or shit 3D in the sea of asset flips. Your choice

not playing your 3d shit
playing your 2d shit

This shit-ass game is on the front page of Steam charts right now:
store.steampowered.com/app/1794680/Vampire_Survivors/

#20 with 46,000 players, nice.

Speaking from decent experience I think Unity should be used for anything 3D over Godot. 2D is a toss up to me.

how did he do it?

There's plenty on Steam and Switch. Hype =/= success. Some 2D game you've never heard of has sold 10 million copies on Steam and made way more money than a hyped 3D game like FFVII Remake.

And people are still buying games like Terraria and Undertale, despite being well over 2 years old.

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Depends if it's a good game or not. If you made a game like Stardew Valley but better I would buy it regardless if it was 2D or 3D.

I'm gonna use Godot because I like the animtree. (am a rigger/animator 3D in the free time)

Do what you want, but "2d indie game" almost just comes off as nostalgia bait/indie devs can't help but ape off their influences. You do you tho that's just my cynical take.

>If you made a game like Stardew Valley but better I would buy it regardless if it was 2D or 3D.
Well., Harvest Moon 64 and BtN already exist...

I am an Indie dev
I am doing 3D but I understand that it may take too long to learn.
But you are definitely right in saying that 2D is pretty much dead (unless your pixelwork is really fucking good and even then it's hit and miss with these)

What's currently the trend is PSX styled graphics (has been for a couple years now).

But if you want nothing to do with any of this, you could go for a 2.5D style like mischief makers or tomba, meaining plane sprites for characters and parts of the environment in 3D.

That is relatively unique right now (i believe its gonna catch on though) and it saves you some work.

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More reference

I believe a lighthearted sidescrolling adventure like the original Ys III (Wanderers) could maybe work?
Depends on what you wanna do of course.

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You'll curse that decision when you get to work with godots re-import pipeline

pls explain it to me, because I'm testing 4 now and It seems pretty potent. What should I be aware for?

Tips on how to work with two game engines? I'm too dumb to learn one imagine switching engines on the go

>I do however care that my game can gain a following
ngmi

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only people who dislike godot are nodev haters never listen to them

Maybe I spoke too soon damning it, but I have heard complaints on the re-import pipeline for skeleton mesh animations (essentially character animations) in Godot. Now given that you are using blender, the export into standard formats like fbx is already fucked (all animations in one file - weird ass bone hierarchies, etc), but apparently the (re)import of those files into godot seems to cause people some trouble for various reasons - the nature of which i am not entirely sure about to be honest. But people are cursing it, and that's high on my list for potential reasons why the engine is used relatively rarely in commercial products.

That whole animation import shabang is not a unique thing by the way. Unreal had that same problem for fuckin years and even now - after they mostly fixed it - the pipeline is still meh...

If you lack conviction why are you even making anything retard? Having some doubts or questions is understandable but this is retarded. If you don't believe and buy into what you're doing why the fuck would anyone else either. Grow a spine, make a decision and stop looking back.

If you have to ask then you’ve already failed as a game dev

shut the fuck up

He's right, what a retarded thing to ask.
You will never make a great game, you have no vision.

thanks anyway.

you're a miserable crab in a bucket failure