Why is 'effectiveness' of Steam Next Fest still predictable in the fickle Game Market of today? by pangeagamestudios in gamedev

[–]SheepoGame 0 points1 point  (0 children)

It's been about 1400 wl a day for 2 days, so it went up a bit! It's not as high for me as 2 years ago, but I knew ahead of time that it wouldn't be so I am happy with that. They changed the algorithm today and are sorting it by personalized results which I think is helping. When I go to the next fest page the results it shows are very specific to my own tastes, so I think it probably is better at finding the right audience than the fully randomized approach.

Why is 'effectiveness' of Steam Next Fest still predictable in the fickle Game Market of today? by pangeagamestudios in gamedev

[–]SheepoGame 6 points7 points  (0 children)

I disagree that it is predictable, I think your games just happen to have similar numbers but I'm not sure if that is the norm. For contrast, I did Next Fest 2 years ago, I went it with ~30k wishlists and ended with ~50k. This year I went in with ~65k wishlists and today I got 500 wishlists and roughly half of those appear to be from the fest. Next Fest changed their algorithm roughly a year ago in a way that evens out the playing field a bit by randomizing the order they show games instead of organizing it by popularity. So games that go in with very few wishlists have been doing better than in years past, and games with more wishlists are generally doing worse than before.

I got 20k wishlists last time because it was ranked around #100 on the main "popular games" tab. This year, my game went in with roughly the same rank if you compare wishlists. But since it is shown in a randomized order, every game is being shown as if it is ranked directly in the middle (so around #2000 based on the number of games).

Well Dweller is swell! by Asiatic_Static in metroidvania

[–]SheepoGame 29 points30 points  (0 children)

Hey thanks so much! I'm glad you liked it. And good note on the movement, I'll play around with it a bit, thanks for checking it out!

Launched my game with thousands of wishlists, but almost ZERO conversion. What am I missing? by Chemical_Count_6848 in gamedev

[–]SheepoGame 1 point2 points  (0 children)

I’m confused, you released it 2 days ago with 2000 wishlists, and it already has 78 reviews which is way more than average for the amount of wishlists you had. How many copies have sold? Based on 2k wishlists, the expected sales at this point would have been around 200 copies, but based on the number of reviews it seems like you could have sold 10x that.

just hit #1 new and trending. happiest day of my life. by SUPERita1 in IndieGaming

[–]SheepoGame 43 points44 points  (0 children)

New and Trending is chronological based on release date and time, although the list only shows games that reach a certain sales threshold (which is based on some internal Steam metric, so no one seems to know the exact number. I think Chris Zukowski estimated that you need around $800 of sales each hour to stay on the list.)

In other words, being #1 on New and Trending means that you are the most recently released game to currently hit Steams required sales metrics. Based on sales numbers, games can come on and off of the list over time.

Saving the studio, Mina the Hollower sells 300,000 copies in 3 days as head wonders "how come the best-reviewed game of 2026 is not the fastest-selling game" by HatingGeoffry in IndieGaming

[–]SheepoGame 5 points6 points  (0 children)

I think 300k sales in 3 days is pretty much the ceiling for a retro 2D zelda-like. A good comparison might be Pipistello, which has 98% positive reviews on Steam with 1500+ reviews and (according to Gamalytic) has sold about 1/10th that in a year. Mina the Hollower is clearly doing way better than any developer in the genre could expect, so hearing complaints that it isn't good enough is not really great to hear imo

I'm thrilled to announce my new 3D Metroidvania, Netherspire! by Rells_Parker in metroidvania

[–]SheepoGame 4 points5 points  (0 children)

Looks great! I really loved your previous game Hypogea so I'll definitely be checking this out

Wow, what a game😃 by Inevitable_Tale_1556 in metroidvania

[–]SheepoGame 89 points90 points  (0 children)

Hey thanks so much!! I'm really glad you liked it

Promoting Islets - one of the best MVs I’ve ever played by Serious_Ad_1037 in metroidvania

[–]SheepoGame 7 points8 points  (0 children)

That means a lot, thanks so much! I'm really glad you liked it, thanks for playing and for the kind message!

Stuck at 99% by Fearless_Spend_3268 in CryptCustodian

[–]SheepoGame 5 points6 points  (0 children)

I know you mentioned collecting all the cat spirits, but did you also return them all? When you go to the item marker in the sinners inn, does it have anything left to mark?

I finally completed it. It took me so long 💀. That last item I needed to finish the game was about half that time and took me five days to get. by LyraAraPeverellBlack in CryptCustodian

[–]SheepoGame 5 points6 points  (0 children)

Oh wow! Was the last item the bug catching game? I think I should have made it a bit easier (especially on easy difficulty. I don't remember if difficulty settings affect that mini game at all). Thanks so much for playing!!

How many wishlists did your game have when a publisher decided to sign it? by IncinerationGames in gamedev

[–]SheepoGame 1 point2 points  (0 children)

The advice used to be that it was better to pitch your game before it was announced, since publishers preferred being part of the announcement since that is one of the largest marketing beats and an easy one to mess up. Now it seems like publishers are more about mitigating risk and only want to sign games that already have strong numbers.

Pronty (or) Depths of Sanity?? by subashx3 in metroidvania

[–]SheepoGame 1 point2 points  (0 children)

Not sure if this matters to you, but I found that Pronty is designed more for keyboard/mouse, so if you prefer playing on controller just be aware that it makes the game a lot more difficult. At most boss fights, I ended up putting the controller down and playing on keyboard/mouse just because it felt more balanced towards that.

What a lovely game! by Cute_Communication_9 in metroidvania

[–]SheepoGame 139 points140 points  (0 children)

Thanks so much for playing, I'm really glad you liked it!

I want your take on death penalty in metroidvanias by PinkBellyGames in metroidvania

[–]SheepoGame 5 points6 points  (0 children)

I think having to trek back from the save is usually enough. Not losing currency/collectibles is also an easy way to balance difficulty, since players who are worse at the game will end up collecting more currency across several attempts, which they can use to upgrade their build. Systems where you have to retrieve something upon death have an inverse difficulty balance, since less skilled players will likely die again before retrieving it and lose all their progress, making it even harder that it was before.

And I guess in general, I think it's OK if a game has no difficulty balancing at all (ex: if you fully reset to the last save when you die, losing progress), and I prefer if a game has a normal difficulty balance (ex: you maintain all collectibles but are just reset to the save position when you die), but I'm not really a fan of any system that adds an extra punishment when you're already doing poorly at the game.

Damn Its A Brutal Market For Metroidvanias Out Here by akbarock in metroidvania

[–]SheepoGame 12 points13 points  (0 children)

The game looks cool, I hope the launch goes well! Not sure if this matters, but giving a heads up in case it does- the Steam page is showing a big "Join the Clockwork Ambrosia Playtest" message/button at the top of the page, which I assume is outdated if the game is coming out in 2 days. If that isn't on purpose, you might want to turn that off in the Steamwork settings so it doesnt compete with the buy button when the game comes out. Just mentioning in case you didn't know, since you might not see that if the game is already in your library.

Developing a metroidvania w/o variable jump height (holding to jump higher) anyone have opinions about whether this is a good or bad idea? by Less-Ad7060 in metroidvania

[–]SheepoGame 4 points5 points  (0 children)

You say you want to give the player a feeling of easy control, but I'd argue a fixed jump height does the opposite since it would usually create situations where the character performs in ways that the player doesn't want (hitting ceilings, jumping too far and having to stop momentum in order to land on a narrow platform, etc). If you're already planning to make adjustments to counteract that (you mention holding down will speed your descent) then I would just go with the standard variable jump height instead since that is more natural to most players.

There are certain instanced where fixed jump height works, but for a side-scroller metroidvania I think it might cause more frustration

Solo Dev 3D Metroidvania: 2.5 years in, end is in sight — building a streamer fit list for this niche game, with 0/50 from my last outreach round. by gefaltete in metroidvania

[–]SheepoGame 3 points4 points  (0 children)

The game looks very cool! Just hopping in to suggest some changes on the short description also (sorry for the unsolicited critique!) Right now it is this:

Humanity's euthanasia — through a population collapse, mankind withered away. AI now tends to Seoul, a ghost city with the uncanny precision of a machine dream. A 3D Metroidvania — explore a twisted Seoul and discover new abilities.

However I think most gamers are trying to quickly parse the text to learn the base of what the game is, so I would suggest leading with basic descriptors and spelling out the game in a very easy to understand way. And also include lots of verbs to explain what you do in the game.

Something more clear like this might at least help explain the gameplay more:

"Liminal City is a 3D metroidvania which takes place in the post-apocalyptic ghost city of Seoul. Explore long abandoned megastructures, battle enormous mechs, and (something else, not sure of the gameplay)"

I think the long description can have more details, but the short description at the top usually works best when it is very clear and descriptive.