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And speaking of that bug, it's weird that you're not having this issue. I was using the GDT Mod API, your mod was placed in the normal mods folder instead of mods_ws, and the only mod I had activated was the Cheatmod I use for testing. I also thought you were using a different Steam beta (e.g., the Modding one) of the game or an older version. Have you tried checking that? For some reason, the game works differently in the Modding beta.
About the sales issue, if you could provide me with the same information I asked above, it could be useful!
About the Action-Adventure: I tried to insert as many relevants subgenres as possible and to make every genre "balanced" by having the same number of subgenres, unfortunately the Adventure genre itself doesn't have many distinctive subgenres such as Shooters. But I can review it if I find a more fitting subgenre
About renaming: They also had their slide values changed- it's more of a mix on the formula to spice things a bit, and also make every feature important, as all of them are prefered by 4 genres.
Do you have the default gdt modAPI enabled on your mod's folder? What are your run settings?- pirate mode, 35 years, no tips...?
@juanceto Hi! I've coded this mod using JavaScript language, on the VSCode editor. GDT's code is pretty simple and straightforward, with basic coding knowledge you should be able to do it in no time. You can try some easier futures using the default game's API: https://github.com/greenheartgames/gdt-modAPI/wiki
@ohmymy When I was testing the mod, there were no other mods active. And based on WildLukah's comment, seems like the 0 sales bug is more prevalent than I experienced.
First of all, all the icons are AI-generated, which isn't a bad thing itself, but it kills creativity and often indicates a project's quality. Your project isn't bad, and on your page you said you did all this as a side project, so I can understand that to an extent. But I also developed my mod over the course of two years and acquired decent art skills, and I personally find the artstyle of GDT not hard to replicate. Probably the most annoying bug is that the games often don't generate sales at all. I made 15 games, and half of them had zero sales.
Also, some quest and subgenre names don't make sense: why would one have the Action-Adventure subgenre when Action & Adventure exist as genres and can be combined? or renaming AI as Game Structures?
Overall, your mod has potential, but there are major flaws. Considering that it's the first version, it's understandable.
I'm currently trying to replicate these bugs you've found, but no success so far... Do you have any other mods installed?
- After unlocking the Action-Adventure sub-genre, it was immediately available during stage 1 dev, but also available as something to research. I did the research to see what would happen and now it shows up twice in stage 1 dev.
- Hard to pinpoint what caused this, but I did my first Gameling game, Casual audience, Music/Puzzle. Released the game, got reviews in, and then the game immediately went off the market, with 0 sales.
I'm also finding it very hard to get a hit game. I'm near year 5 & my best game has been an 8.5. Granted it's all new topic/genre combos that I don't really know yet, so I imagine that has a lot to do with it, but yeah, it's hard to say if it's just a learning curve thing or an actual game balance thing.
I like how big and ambitious this mod is cause it seems like it has the potentially to make it feel like a completely new game, but so far it seems like it needs more polish.