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We did a couch coop game (CTHULOOT) and the number 1 refund reason we have is that it doesn’t have online. (It doesn’t because we lacked budget) So I’d say players now really expect online over local.


What you have described is survivorship bias. What matters is whether the refund request rate is higher than other games.

The people who enjoyed your game because it has couch coop (and therefore don’t request a refund) aren’t represented in that refund request stat.


I mean, you can make both available.


If you can afford to develop both. Presumably as an indie dev they chose where to invest their development time


CTHULOOT, a fun arcade coop game that will soon be released on Steam: https://store.steampowered.com/app/2283410/CTHULOOT/


Looks great. Any plans to release for the Switch?


Yes! Switch version is in QA so we hope it will only be few months away from PC release.


Too many useless AI features in the last version of Filmora, the user experience is really degraded now.


Agreed with you


Working on a new game with some friends: CTHULOOT, a multiplayer coop game. Imagine Overcooked x Zelda 2D. We have a demo on Steam: https://store.steampowered.com/app/2283410/CTHULOOT/


BulletML is also used in some more recent Unity3D games like Steredenn


... and the wonderful Enter the Gungeon (praise Kaliber)


But you can fall asleep and wake up at work with public transportation.


Only if you can even get a seat, and don't have to change buses/trains.


Noone is waking you for your stop lol.


Your phone can.

Beyond that, you may be surprised how many people would wake you up for your stop. Especially in US Commuter Rail systems people tend to follow similar habits and get to know each other over the years. Even on a normal city bus I quickly (months) got used to the pattern of the same people getting on and off at their various stops. If you’re asleep at your stop someone can usually nudge you


You could set an alarm. Worst case there is a delay and you wake up slightly early. The subway isn't going to magically go significantly faster.


I've missed trains that left a station ahead of schedule by a minute or two in my regional metro system. I've also had busses go past a bus stop earlier than the posted time.


This seems like a cool app. A bus route aware, "wake me 3 minutes before my stop" vibrate app.


You can do this pretty easily with the Shortcuts app built in to iOS. I have a flow to text my friend whenever I'm near their house.


The Swiss train up already does this. It also tells you exactly where to go with a plan of the station, how full it is where in the train, where the wagon for food is and tons of other things.


CityMapper notifies you a stop or 2 before yours.


There’s a few. I use one called Transit


When I had the luxury of taking public transportation to work, I did wake someone up once.

I personally can't fall asleep on trains.


They might if you live and work at the end of the line.


Have you tried asking other passengers?


Flat eye (PC) https://store.steampowered.com/app/1358840/Flat_Eye/

A video game about technology and its impact on our lives. Very inspired by stories from here.


I make videogames for a living:

- Flipon (https://flipon.net) an arcade puzzle/match-3 inspired by Tetris attack on PC mobiles and switch

- Steredenn (https://Steredenn.pixelnest.io) a roguelike shoot them up, pc, iOS, switch.

I’ve been lucky to have an extra income with those two games for a few year.


The second link seems to be down (when I googled, seems the HTTP version works fine, the HTTPS one is broken).


Hey man, I bought Steredenn on the PS4 like 5 years ago and it was one of the best shootemups I've ever played. I haven't beaten it yet but was considering picking it up again for the Switch. Thank you for making it. I am working on my own game and games like yours are an inspiration for me to keep going with it.

If I can ask a question, was there an initial design decision to build the game in Unity, or was that just your preferred tool out of experience?

(asking because I am fool-heartedly going in pure libsdl2 and C++)

Thanks again!


Thanks a lot <3

Unity was chosen because I am a C# guy coming from XNA, and Monogame was super rough at that time. Also it allowed us to really focus on the gameplay and not too much and the engine, while having access to all consoles. We still had a lot of headaches with it… Now I’m considering switching to something but I’m glad I had that experience on a mainstream and fully documented engine.

Best of luck with your game, if you need advices send me an email via the Steredenn or Flipon contact address.


Hello, interesting model. I’m an indie gamedev and I could be interested for my games. You can contact me at dam [at] dmayance [dot] com.


This comes right after the release of our game Flat Eye [0], which includes a quite new Content Warning system.

So far players really likes the fact that the system exists and that they can choose to skip or see the content. It's all about being warned anf having the choice.

[0]: https://store.steampowered.com/app/1358840


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