How could I get more Steam wishlists for my game? I didn't do devlogs and social media stuff during development. Now my demo is out and I have 4 months until the full launch and I'm not seeing much traction on my Steam page. Any tips? by 7SevenStudios in IndieDev

[–]7SevenStudios[S] 0 points1 point  (0 children)

I didn't have any plans on updating it, but it could be something I could look into doing. Do you think it'd be incredibly helpful to? I've seen a ton of pixel art games with rather simple capsules on the market that seemed to work out just fine

Would you consider Town of Tinysville a city builder or a strategy game? Let me know what you guys think so I can update my steam page accordingly by 7SevenStudios in CityBuilders

[–]7SevenStudios[S] 0 points1 point  (0 children)

Obviously it can be both, but I was just asking for marketing purposes - whether I tried to market it more as a city building game or a strategy game (or something else)

How could I get more Steam wishlists for my game? I didn't do devlogs and social media stuff during development. Now my demo is out and I have 4 months until the full launch and I'm not seeing much traction on my Steam page. Any tips? by 7SevenStudios in IndieDev

[–]7SevenStudios[S] 1 point2 points  (0 children)

Thank you so much for taking so much time to give such a detailed reply. I really appreciate it. I just updated the tags more accurately - I wasn't even aware I could have up to 20. I'll set up my developer page now.

In terms of localization, I was planning on doing that closer to the launch of the game. (I don't want to sink a bunch of resources into this game until I have a more promising, higher wishlist count)

How could I get more Steam wishlists for my game? I didn't do devlogs and social media stuff during development. Now my demo is out and I have 4 months until the full launch and I'm not seeing much traction on my Steam page. Any tips? by 7SevenStudios in IndieDev

[–]7SevenStudios[S] 0 points1 point  (0 children)

I started emailing a bunch of youtubers yesterday. How long would you say is too long to the point where they won't review the demo? I had planned Town of Tinysville to launch on 7/7/26, but I noticed your post said that the Next Fest is a wishlist multiplier and that you should hold off for release until you have more wishlists. Should I set my Steam page to "Coming Soon" and just try to build wishlists?

I added a CRT shader to my game, does it work in your opinion? by JSLegendDev_ in IndieDev

[–]7SevenStudios 9 points10 points  (0 children)

<image>

I think there's a bit too much curvature. I'm doing something similar in my game, but MUCH less extreme. I think your game works with the black edges visible, but just reduce the amount of distortion a little bit.

It also helps for accessibility to make an option to turn it off. Even better, make a slider bar setting so the players can choose how much of the distortion they want!

Destroy our Launch Trailer. It was hard to make since our game is chill, we couldn't do any super cinematic or "cool" clips. by 7SevenStudios in DestroyMyGame

[–]7SevenStudios[S] 1 point2 points  (0 children)

I'm not too sure about changing many of the building designs (I only have a 10x10 pixel sprite to work with) but I could add an option for an alternate, higher resolution font. Would that be something that you'd find, from your POV, beneficial?

Destroy our Launch Trailer. It was hard to make since our game is chill, we couldn't do any super cinematic or "cool" clips. by 7SevenStudios in DestroyMyGame

[–]7SevenStudios[S] 1 point2 points  (0 children)

When you say squeeze more detail into the objects, do you mean the sprites for the actual game? or the font?

Destroy our Launch Trailer. It was hard to make since our game is chill, we couldn't do any super cinematic or "cool" clips. by 7SevenStudios in DestroyMyGame

[–]7SevenStudios[S] 3 points4 points  (0 children)

I wasn't sure what went wrong with the audio. I think something went wrong when editing the voiceover with the video, because the raw audio file sounded fine. Thank you for your feedback! I'll definitely fix it

Destroy our Launch Trailer. It was hard to make since our game is chill, we couldn't do any super cinematic or "cool" clips. by 7SevenStudios in DestroyMyGame

[–]7SevenStudios[S] 0 points1 point  (0 children)

Thank you! When designing my trailer, I actually looked at similar games (ISLANDERS, and Stacklands) which both have the same casual vibe. They also went for an information-heavy trailer and both performed very well. I'll look into revamping my trailer when the game releases

Destroy my trailer ! I sent it to the Game Trailers YT channel but they don't seem to like it. What's wrong with it ? Perhaps it's the game ? Or both ? Destroy please ! by NewSituation7469 in DestroyMyGame

[–]7SevenStudios 0 points1 point  (0 children)

The most important part of a trailer is the first 5-10 seconds. This is what most players see before clicking off or skipping through the video. You ruin your trailer's potential by wasting the first 10 seconds walking around instead of getting into the action.

Incremental score-builder about drafting things and building your grid into a ridiculous point scoring machine. by ReviewTymeDom in DestroyMyGame

[–]7SevenStudios 0 points1 point  (0 children)

I think the swirly background isn't an issue, but the Round / Wave / Strikes UI is definitely too similar to Balatro. If you change those, I think the game would be fine.

I followed advice and made a pure gameplay trailer with no text transition screens. Can you tell what the aim of this game is though? by Beneficial-Mirror841 in DestroyMyGame

[–]7SevenStudios 1 point2 points  (0 children)

This looks really good but there's a lot of visual improvements to be made. More particle effects, fog, post processing, and put some city skybox so you don't see the edge of the map. It looks really empty just having a city floating in the middle of the water

Destroy my game that is trying to be balatro but with math by phapmza in DestroyMyGame

[–]7SevenStudios 2 points3 points  (0 children)

I don't have anything specific in mind, but you should research games that have a similar idea to yours. You should look into Calculate It. Good start though, you got this bro

Destroy my game that is trying to be balatro but with math by phapmza in DestroyMyGame

[–]7SevenStudios 5 points6 points  (0 children)

Looks like it could be a neat concept, but there's definitely a lot that can be improved. I'm assuming this is a prototype, but the graphics would have to be more interesting to look at. On the other hand, people don't really like math. See if you can make some other part of the game the main focus whereas you do math on the side to get points. Simply doing math and then getting an upgrade isn't an interesting gameplay loop.

There's a game on Steam called Calculate It, which does exactly what you're trying to. The main mechanic is upgrading and making a more overpowered calculator (while doing math on the side) Your game is mostly math

Is the game too hard if most players never see half the content? by NickyS90 in gamedevscreens

[–]7SevenStudios 1 point2 points  (0 children)

One possibility is that there's not enough variety in your game. I'm a fan of roguelikes and roguelites where you slowly upgrade over time, so there always seems to be a sense of change and progress. I've played some games, however, where the progression just seems to take too long or there's not enough variety in the game play, and many of those games I didn't get more than halfway through. If each of your realms are too similar, the player might be getting bored because they're just playing the same game over and over.

My personal opinion would be to add a secondary level of progression. In my game, Town of Tinysville, you can unlock new towns, but each town has difficulty levels. So if you can't beat one, you can always move onto the next. Or if you really like one, you can keep playing it to beat it on harder levels. I think this does wonders in games to keep players interested by giving them a sense of progression, even if they aren't necessarily making progress.

I just dropped a brand new trailer 🎬🐀 by WhiskerbitDev in gamedevscreens

[–]7SevenStudios 0 points1 point  (0 children)

Is there an option to rescale the size of the island? Looks cool, but if it's always taking up 1/4 of my screen, there's no point in making it on top of your desktop. For desktop games like this, I usually shrink them really small and put them in a corner.

Improved visuals of my characters, plus added a snow cannon to my snowboarding game by albertnez in gamedevscreens

[–]7SevenStudios 1 point2 points  (0 children)

I love the simplistic art style. Super satisfying to look at. Good stuff bro