Added: 6 months ago
From: Ultimortal
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  • While I agree with you that criticism is important, there are ways to go about criticizing a game. Criticism should offer ways to improve something, like mentioning a flaw or a hole in game design, such as a bug or glitch. That's helpful to make both the game and the designer better in the end. But that other comment, "This is bullshit!" and any comment like it, is just a flame. There are far wordier ways to say "fuck you." Player perception is important; but it's not helpful through insults.

  • @mackiovirus Of course, with "critiscism" I mean constructive critiscism. I just brought those weird comments up because I thought they were funny, and tried to convey that they're the noise you need to filter through. Sometimes a tirade full of insults and personal attacks still has critiscism in its core, and you need to focus on that, not the language surrounding it. Some people think swearing and being negative is funny though, and wrap their critiscism in it by default.

  • @Ultimortal (Continued) Not that negativity can't be funny in itself, but if you want to present a point rather than entertain, I think hyperbole takes the edge off critiscism and shifts the focus to what you're wrapping it in. If that makes sense. :p

  • @Ultimortal It does. Hell, Yahtzee wraps his criticism up with insults and dirty words. Developers have one of he hardest jobs out there. You have to come up with something that's interesting and "original", all the while finding new and intuitive ways to keep the player entertained, challenged, and satisfied through every little ounce of picky they can have. Between the writing, the design, the mechanics, the point, graphics, the music, and everything else, it can get hectic.

  • @mackiovirus Absolutely. At work, deadlines and budgets trump ambitions and polish. Nothing we can do about it, and sometimes the marketing works contrary to our intentions (in one case, omitting our game's unique selling point in favor of a generic action slogan).

    I'm not picky about games and overlook a lot of flaws if the rest of the game is fun or interesting. There are only a few games where the flaws stack up so much as to make the game boring or unplayable for me.

  • @Ultimortal There's one thing people should remember when they play a game: the game doesn't have to be flawless for you to enjoy playing it. Hell the game doesn't even have to be that great for you to enjoy playing it. Mega Man X6 gets a lot of heat for its design choice; and while I was/am aware of its flaws, I still enjoy(ed) playing it. It was just hard as shit and unforgiving at times. Contra was no cakewalk at times. It's a matter of focusing on what you enjoy.

  • HOMESTUCK FANS UNITE

  • I LOVE THAT SHIRT.

  • @analplay IT KEEPS HAPPENING

  • Interesting music you used for your trailer:

    Now I'm no more surprised why iji reminds me so hard of SS2.

  • Is this your full time job? How exactly do you make money? I'm sorry I was thinking of being an Indie dev.

  • @ronin7199 I make no money on my own games, since they're freware (nor do I want to). I have a full-time job at Ludosity, which allows me to make these games on my spare time.

  • ...you talk a little like Skwisgaar Skwigelf... I'm not sure you know who is him, xD

    Anyway, I have Iji in my computer for quite some time now and since I found your youtube account I went crazy and started to play the game again. I just don't get bored with the amount of secrets and details into the game! For being just 1 developer you are certainly very talented and the fact that you put all your games (I have 'em all) out there for free just adds up more to your name. I can't wait for this!!!

  • @7:40 you just keep staring and its hilarious for some reason.

  • Comment removed

  • You should upload the Hyper Princess pitch video you showed.

  • @CGPM1 It was a bit rushed and lacked some final graphis - I'll make a proper trailer before release instead (though it'll begin and end in the same way).

  • I've never played a game of yours I didn't like. (I didn't think I'd enjoy Hero Core, but boy was I wrong.) Princess Pitch looks to be one of your best works, especially if it keeps up the energy, humor, and absolute insanity of the teaser here. (Seriously, I smile every time I watch this video.) As for your design philosophy, there is nothing wrong with sticking to a tried and true gameplay style, especially if you improve it and make it your own.

  • Go to pixellated hell, Mech Santa....^_^;;

    Nice to see that Princess Pitch is all-business this season. Might we see her in all her elf-busting glory this upcoming X-mas, old chap?

    Also, nice shirt. And you're quite an interesting person in real life, Daniel. ^_~

  • I started making games 4 years ago in 8th grade but never really tried making anything big. After playing iji a while ago I respect you as an amazing game maker. I loved iji, loved the play style and story and after that I have been much more into making games and now have been working on one for about 8 months now. Good work Daniel! love your games

  • Nice work...

    Hmm...

    Hyper Princess Pitch gameplay reminds me of Smash TV for the SNES... (except maybe 100x more interesting looking battles/maps?)

    Always liked playing that multiplayer!

    Will there be any multiplayer planned (at this point in time)?

  • @Galbalan Sorry, Pitch will be single-player only. I could update it later to add two-player, but right now the game's not designed for it.

  • Nice to see you in real life, Daniel! =)

  • May I ask what kind of audience you were trying to cater to with Iji?

  • @saijeehiguchi None in particular, I actually don't keep audiences or age groups in mind with my games. I just make them as I like them.

  • @Ultimortal So, you made it for self-satisfaction?

  • @saijeehiguchi I make games to make people happy, and because I love it, but I use my own tastes in games when deciding what kind of game to make. I don't want to spend my spare time doing something I don't want to do. :p

    I still take other people's considerations into the design while testing, so I don't make mistakes that will lessen the enjoyment of the game. Some decisions are decided from the start of the project to drive the remaining design though, such as no firing while jumping in Iji.

  • @Ultim That a yes? There's nothing too wrong with that, but you make it sound like targeting an audience and sectioning out groups using "labels" (Indiegamer, SHMUPfan, RPGfan) is a bad thing.

    I like to make games too, but I think about the audience first and than myself. I like to select a target audience and present to them stuff they enjoy with my own twist. Bullet Life is aimed at Touhou fans, It's Touhou 3D pretty much. Touhou fans like it > Success. Did I enjoy making it? Absolutely.

  • @saijeehiguchi "you make it sound like [it's] a bad thing."

    Nope, only if that's what you wanted to hear.

  • @Ultimortal Ok than, do/have you done it? And what are the advantages to each of the two options.

  • @saijeehiguchi I don't know, and I don't think one would be better than the other. Just do what you like best. :)

  • @Ultimortal Quite vague, but I have a feeling l be getting a better answer out of you.

  • This clip makes me want to disagree with you more often. Does that make sense?

  • Crowd: Again! (hahhhahahaa) You: AHAh xD

  • That looks really stellar. The gameplay looks smooth and well-paced. Can't wait to try it out.

  • ...That shirt.

    I am indescribably happy.

  • Oh wow, Mojang mentioned you? Pretty boss! Not that you weren't already popular and amazing...

    And sexy. ;)

  • Great speech man, I loved the part about how you learned to take criticism to improve your games.

    Keep up your great work, you are not only an awesome dev, but also an inspiration to most of us in the beggining of our carreers!

  • What a lovely chap! I hope I run into you one day and give you a hug!

  • I dont quite like this game and it really bothers me that recently just everyone starts developing games and thinks it's actually going to be a hit

  • @flyffxtreme ... But Daniel Remar has been developing games like this for years.

  • @flyffxtreme 'Kay. Daniel Remar's been making games for years now, and they've been massive hits - Garden Gnome Carnage, Hero, Iji and Hero Core were big, widely-covered games. If you play indie games, it'd be hard to believe you haven't come across any of them.

  • @flyffxtreme Hey you derp! Next time try some background check next time.

    Also: Remar makes free games.

  • Omg wow mojang brought me here but I already knew about it :3

  • Dan from Mojang brought me here

  • FUCK IM FALLING DOWN ALL THIS CODE .............

  • Got sent here by Kappische

  • Your game looks awesome. Goddess of explosions? WTF. And it's her mom? You make the weirdest, awesomest games.

  • It's nice to know that you still are making more indie games. I don't find that you copy games of other titles, you do make them into something completely different. The details in the games you make also are ENTIRELY huge like what you did with Iji and I did noticed them, making me want to replay them again and again just to see what other little details you did.

  • 09:01 i see a grapefrukt t shirt!

    Also really looking forward to playing Hyper Princess Pitch Dan. Who did you end up getting to do the music for it? And any more certain on a release date? ;) ;D Enjoyed your wardrobe change up haha.

  • @HyperDuckMusic It was indeed a grapefrukt! I'm talking with Niklas Ström about the music now. I'll hold off on deciding a release date until I'm positive I can make it, but hopefully within a couple of months.

  • @Ultimortal Yes Remar... quite nice you still makes games. :P

    For me it was a long way till I realise what those indy games are about, due the culture difference of those things you make vs. Doujins. I can only suggest you might want to look on something called Platine Dispositif, or whatever else... But it kinda figures if you actually know anything about Doujin games?

  • @Zrakazanu I don't know exactly what doujin is, nor do I actually use "indie" to describe my own games, as the label means nothing to me. I make free games, so I just call them freeware. Hence my shirt joking about being indie. :p

    If you mean indie as in "independently published", I've never sold my own games and I work for Ludosity, a game company. So I'm not "indie" at all. :)

    I've played Cave Story and some Touhou games, but that's as far as my knowledge goes about doujin.

  • @Ultimortal Notch owns a company, and yet he still calls himself 'indie'. Its really more of a state of mind. How you make your games, and why.

  • That was some kickass footage of Super Princess Pitch.

    Interesting presentations. Seeing Dominic Deegan, Megatokyo and CAD made me chuckle quite a bit - I used to like these webcomics back then.

    I think one of the advantages of indie developers is that they can access and take into consideration criticism easier and can adapt their games accordingly if they think it's legitimate criticism and acting accordingly is worth it, which is seldom seen with bigger game-making companies.

  • @ILOVETODANCELOL I used to read those too, but a note here: I'm not saying much about the comic creators personally since I haven't met them, I just don't want to get stuck in the trap of doing the exact same thing forever just because it's comfortable. I'll probably give up game making eventually too, the problem is that I'm full of ideas. :p

  • @Ultimortal Well they did improve - a bit, here and there, but nothing really noticeable (compared to, say, F@nboy$, or VGCats even).

    Getting out of your comfort zone is a good way to challenge yourself, and ultimately good things come out of it. I'm sure once you'll quit game making, you'll channel your creativity with another medium.

    Anyways, Godspeed, Mr Remar :)

  • Garden Gnome Carnage was amazing, and I can't wait for this to come out.

  • I freaking love the t-shirts!

    And #5: The details make the game...

    One of the things I loved about Iji were the small details, and you, as well as several other developers, gave me small hints indirectly on how to make great games even greater!

    I also agree with the criticism aspects. Feedback is always appreciated. The problem is that on the Internet, one can't help but find retards who only say "DURR THIS SUCKS". Such is life...

    You're one of the developers I hope to be in the future.

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