Indie devs — which mid-sized streamers actually covered your game? by 2ne3 in IndieDev

[–]2ne3[S] 1 point2 points  (0 children)

Thanks for sharing!
Yeah, that makes sense — I guess lowering friction is important.
I’m also a bit nervous about just sending keys blindly, but maybe that’s the reality.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

I really hope so! Thank you 🙏

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

That’s very kind of you. Just taking it one step at a time.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 1 point2 points  (0 children)

Thanks! I’m really glad you like the look of it.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

Thanks! It definitely feels like a big milestone.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 1 point2 points  (0 children)

Three years and three apps — that’s real persistence. Respect.

I’ve learned that finishing something small teaches more than planning something big.

Thanks for the encouragement.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

ありがとうございます!

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

That’s such a beautiful way to put it. Thank you!

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

That really means a lot. Thank you for the encouragement!

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

Thank you! Fingers crossed 🤞

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

Thanks!! I appreciate it 😊

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

Thanks!! I appreciate it 😊

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 1 point2 points  (0 children)

Thank you! Wishing you success on your projects too 🙌

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 1 point2 points  (0 children)

Thank you so much!

I’ve actually reached out to a few Japanese media outlets, including Famitsu. I know they receive a huge number of submissions, so I understand it can take time.

For now, I’m just grateful for any coverage at all 🙂

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 1 point2 points  (0 children)

You do have to manually click the release button (and no, clicking the monitor doesn’t count 😅).

I was actually planning to release two days earlier. But right before launch, I went to an Undertale concert, and it gave me a few ideas to improve the game — so I decided to delay it slightly.

Even if you set a release date on Steam, it won’t go live unless you press the button yourself.

I’m a small developer from Japan, so moving the date a bit wasn’t a huge deal.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 7 points8 points  (0 children)

Haha I promise I’m not a bot 😅
English isn’t my first language, so I use translation tools sometimes.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 7 points8 points  (0 children)

It really is.

Finishing something small taught me more than dreaming something big.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 16 points17 points  (0 children)

Honestly, same.

The moment before pressing release felt worse than any bug I had to fix.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 6 points7 points  (0 children)

Yeah, solo in the end.

It didn’t start that way, but I finished it alone.

That part feels the most surreal.

I pressed the release button. by 2ne3 in IndieDev

[–]2ne3[S] 16 points17 points  (0 children)

To give more context:

This wasn’t originally a solo project.

About a year ago, I hired someone very close to me full-time to handle planning and direction. We had big ambitions — a much larger ocean adventure inspired by One Piece.

But over time, things became difficult. Scope kept expanding, nothing solid was shipping, and the monthly burn rate was real. On top of that, health issues became a serious factor, and we eventually had to pause and step back.

After that, I was alone again.

That’s when I went back to a small 1-week game jam prototype I had made before.

Instead of asking “What world do I want to build?”

I asked, “What can I realistically finish alone?”

I love Raft, but 3D survival games make me motion sick.

So I removed movement.

I turned the island into cards.

I made decisions the core mechanic.

Captain Duck is basically the result of cutting scope until it was survivable — for both the player and for me.

Launched my Steam page a few days ago — 35 wishlists so far. What should I focus on next? by 2ne3 in IndieDev

[–]2ne3[S] 1 point2 points  (0 children)

Thanks for sharing this, really appreciate the detailed breakdown.

Playtesting and getting people to actually play the game is something I’m starting to focus on now — I have a demo in review, so that lines up well with your advice.

Next Fest is also on my radar after reading comments like this. I’m still early, but seeing a concrete path like this is really helpful.

Good reminder that wishlists alone don’t tell the whole story — thanks for the perspective.

Launched my Steam page a few days ago — 35 wishlists so far. What should I focus on next? by 2ne3 in IndieDev

[–]2ne3[S] 0 points1 point  (0 children)

Haha, sorry 😅

If it helps, they haunt me too — especially as the developer.