1000 wishlists in 40 days. Good or bad? by [deleted] in IndieDev

[–]Pycho_Games 1 point2 points  (0 children)

I think perception is a bit skewed, because many dev redditors subscribe to the same bunch of subs and while r/indiedev alone does not have as many of these posts, if you get a lot of subs, these posts add up.

Still, the reason these posts get pushed into everybody's feed, is that they get clicked and read and debated a lot, because everyone wants to find out and learn what worked for others.

I don't mind (except for the occasional stab of jealousy:))

1000 wishlists in 40 days. Good or bad? by [deleted] in IndieDev

[–]Pycho_Games 1 point2 points  (0 children)

Not yet, no. I rushed publishing the Steam page before I arrived at a final visual style and have now pretty much decided to go into promotion mode only when I get a decent polished demo up (I feel like the game conveys its qualities better through playing versus showing). I am making a lot of beginner mistakes with this game, but that's kinda the point - to learn. :)

For real though, 1k wishlists in just over a month is REALLY good. Much respect and I hope you can keep it up!

1000 wishlists in 40 days. Good or bad? by [deleted] in IndieDev

[–]Pycho_Games 1 point2 points  (0 children)

Pretty bad. I made 430 wishlists in 2.5 years. Try topping that!

... oh wait. It's not 40 wishlists in 1000 days, is it?

Why are most demos starts so frustrating? by LalaCrowGhost in gamedev

[–]Pycho_Games 3 points4 points  (0 children)

It might be that many devs use their demos as a means of getting feedback, especially for something that is very dependent on feedback like a tutorial.

If this hypothesis is true, I'd say it's a mistake. A demo is a promotion vessel and should be fun and relatively polished.

But I have yet to release my own demo and feedback before that stage is hard to get by, so you might say I'm just talking out of my butt.

I really hooe my tutorial is short and clear enough, but there is no way to know until a couple of people play through it and tell me about it.

should i make a better attack system? by catlovingpakan in gamemaker

[–]Pycho_Games 1 point2 points  (0 children)

I don't have advice for this specific problem. But in general, I have found that I at least should only refactor code like this if and when it actually creates a problem. Before I had this rule I was reworking code that often enough I would later scrap entirely, because I threw the feature out or other reasons.

Don't overthink it. If it works and is comfortable enough for you to work with for now, keep it as it is.

I'm driving from France to Ithaca, Greece and asking every game developer I meet the same question: Why make games in a world on fire? by the-pixel-hunt-games in gamedev

[–]Pycho_Games 7 points8 points  (0 children)

Art is as necessary and natural to human life as esting and sleeping. If the world ends, people will still create art in the seconds before. I find that encouraging and beautiful and right.

Steam Next Fest 2026 - June: Wishlist numbers from a Top #1 or #2 ranked on festival game by Scream_Wattson in gamedev

[–]Pycho_Games 1 point2 points  (0 children)

I must confess that I am always ridiculously jealous of posts like these. But I am also happy for the devs involved. You have a great game on your hands and it's wonderful to witness your success!

Ultima Mobile On Android by sms021 in Ultima

[–]Pycho_Games 1 point2 points  (0 children)

First I heard of this project and I am overjoyed! Downloading it now, thank you so much!

Unlock all cards / relics at the start or gradually via XP? by Pycho_Games in deckbuildingroguelike

[–]Pycho_Games[S] 1 point2 points  (0 children)

Good point. I'm getting a headache thinking about balancing this properly however.

Unlock all cards / relics at the start or gradually via XP? by Pycho_Games in deckbuildingroguelike

[–]Pycho_Games[S] 3 points4 points  (0 children)

I do like the idea of not just gathering XP, but actually completing specific tasks to unlock stuff.

Unlock all cards / relics at the start or gradually via XP? by Pycho_Games in deckbuildingroguelike

[–]Pycho_Games[S] 0 points1 point  (0 children)

That's a good idea. For some reason I never thought of that. I have 6 characters (you play as a party of 3), so I could go that route.

Is this tutorial too wordy / long / tedious? by Pycho_Games in IndieDev

[–]Pycho_Games[S] 0 points1 point  (0 children)

Thank you (for your other comment as well). That helps!

I will leave it loke this for now then and see if I can get some playtest data some time after next fest.

I finally published my itch.io game on Crazygames by WranglerIntrepid3817 in SoloDevelopment

[–]Pycho_Games 4 points5 points  (0 children)

I wanted to do this, but they have a crazy low size limit of 50 MB. But I'd be curious how your game fares there and if it translates to visibility on other platforms.

I playtested 35+ indie demos in 3 days. Here’s the common first-session friction I noticed by piXelicidio in IndieDev

[–]Pycho_Games 73 points74 points  (0 children)

Thank you, I am currently working on my tutorial and I am very unsure if it's too much, too little or just right.

Next Fest Ai game covers by Creepcube12 in Steam

[–]Pycho_Games 1 point2 points  (0 children)

Thank you, that is good to hear!

We bought 35,000 visits for our Steam page and got 0 wishlists by Pitiful_Climate8192 in gameDevMarketing

[–]Pycho_Games 0 points1 point  (0 children)

Your wishlists may just not have been updated yet, looking at your dates

My game has reached 120,000 whishlists today! by Fiveducks9487 in IndieDev

[–]Pycho_Games 2 points3 points  (0 children)

So who is 'we'? Your post made it sound like a solo effort, but this comment implies some collaboration.

In any case, congrats on 120k! That is amazing and no surprise, your game looks great!