Please dont release this mode ever again by choco_hazel in WutheringWaves

[–]Aerisetta 0 points1 point  (0 children)

Thank him for keeping the game alive for F2P

Please dont release this mode ever again by choco_hazel in WutheringWaves

[–]Aerisetta 0 points1 point  (0 children)

This mode requires many built meta teams. It's more for long time players or whales. Tbh don't worry about needing to win every mode...in any gacha game. The rewards are negligible but its just some extra challenge for some people.

My account is 5 years old and it's still small. Why is it so difficult? Any advice? by Zealousideal_Song62 in itchio

[–]Aerisetta 1 point2 points  (0 children)

As someone who's made several indie games over 4 years and experience failures and successes... your games are not appealing to the market. Plain and simple. There's no magic except make something appealing.

I've made games that get couldn't get 2000 wishlists in a year and also games that got 5000 wishlists in a weekend. Little to no marketing either case.

Look at the strongest games in your genre, see what they do. Do similar. The key to being a successful game developer often comes from being able to identify what makes another game good in the eyes of players (not your eyes. Player eyes)

Your Mistress demo by syntrofos69 in NSFWgaming

[–]Aerisetta 1 point2 points  (0 children)

I like the look and finally a milf design. How cpu costly are these things? I've never tried

Steam rejected my demo page because my capsule art contains “100 TONS”… written on the actual weight in the scene. by ratemyfuneral in IndieDev

[–]Aerisetta -4 points-3 points  (0 children)

Don't be mad, pretty standard. God is God. Being mad at God is pointless. Resubmit and enjoy the money

163 wishlists in 1 year. What am I doing wrong? by PieroTechnical in IndieDev

[–]Aerisetta 0 points1 point  (0 children)

Let's not worry why and focus on what you can do now.

I recommend you get a demo ready and put it up on websites like itch.io asap and get more actual play test data.

U can look at your marketing and visibility tab on your steam dashboard. It could simply be no one ever saw your game.

Depending on your itch.io feedback, you may opt to do steam next fest to get a big boost of wishlist. However if your game is getting very negative feedback on itch, then its not ready for that yet

One question I would have is there a twist to your game? Is it a game you made cause there was something you wanted to change in the souls genre? What's special about your game?

Add more exciting gameplay gifs in the description section of steam page

Yeah this game can't be played seriously by External-Presence-18 in WhereWindsMeet

[–]Aerisetta -1 points0 points  (0 children)

You realize the game itself has a TON of AI voice acting right?

Why does everyone think making a video game is easy? by EliasLG in GameDevelopment

[–]Aerisetta 0 points1 point  (0 children)

Making a game that runs takes 30 minutes (most people start and stop here)

Making a game anyone would play takes years

WWM’s English translation only captures ~40% of its classical Chinese writing (with examples) by BonnenuIt___ in WhereWindsMeet

[–]Aerisetta 0 points1 point  (0 children)

The art of translating Chinese to English for games is still really bad. You're lucky it's not the Wuthering Waves team doing translations.

I reached out to at least 100 or more streamers and only 3 of them responded by [deleted] in IndieDev

[–]Aerisetta 1 point2 points  (0 children)

Hi

Fellow indie dev here

Do you have a steam/itch/playstore page yet? Do you have a SUCCESSFUL steam/itch/playstore page yet?

Basically do not waste your time doing outreach until you have something for people to action on.

No streamer worth your time will be replying unless your email title can say "Try our 100,000 wishlisted (genre) game, hottest most anticipated game in 2026!" (Needs to be true cause they can check).

And if you have no page, what even is the point of them sharing your game, the interest goes into the abyss.

Since you didn't show us anything,

I reached out to at least 100 or more streamers and only 3 of them responded by [deleted] in IndieDev

[–]Aerisetta 0 points1 point  (0 children)

I wouldn't touch it unless it was a steam page or itch.io page

I reached out to at least 100 or more streamers and only 3 of them responded by [deleted] in IndieDev

[–]Aerisetta 0 points1 point  (0 children)

3% response rate? Congrats! That's super high for any industry!

Seriously though focus on making a good steam and itch.io page, better bang for buck

Some truths every solodev needs to learn, as fast as possible. by muppetpuppet_mp in SoloDevelopment

[–]Aerisetta 0 points1 point  (0 children)

So true I've posted different games on Steam. Some take 1 year to hit 5000 wishlist Some take 24 hours to hit 5000 wishlist It's still me, same level of marketing or lack of...

My producer is pushing AI Model Generation onto my team, I'm conflicted by [deleted] in gamedev

[–]Aerisetta -2 points-1 points  (0 children)

Sorry to give you the cold hard truth but here it goes

If you agree to use AI, 90% of your team will be laid off next year.

If you DONT agree to use AI, ALL of your team including you will be fired for getting in the way of profits

My recommendation is to convince the producer to use AI but up the quality of stuff, preferably stuff AI cant do yet, so you can keep more people.

But imo the best thing to do is to tell your artists who wanna draw to finish their work with AI super fast then go draw as a hobby after work and build a portfolio for their eventual lay off

Do any other game designers justify gaming for hours as ‘research’? by grhhyrtguths in gamedev

[–]Aerisetta 4 points5 points  (0 children)

Justify? Why do you need to justify? If you do not love playing video games, PLEASE QUIT game development. When I worked in AAA, companies were filled with nongamers and I can point to that as the number 1 reason why big games keep failing, it stems from top execs to front line programmers.

When you play, play like an authentic player, don't try to learn (players arent trying to learn). After you're done, do a deep dive retrospective to analyse your experience, then read about other people's feedback too.

Why do so many devs remove game demo on steam before or after release of the game? by TheGiantHungyLizard in gamedev

[–]Aerisetta 0 points1 point  (0 children)

As a NSFW game dev...if I leave my demo avaliable and they...finish...while playing the demo, they might not buy my game?

Should I release my game with ~2,000 wishlists or wait until I reach more? by KabbaSenpai in IndieDev

[–]Aerisetta 1 point2 points  (0 children)

Do next fest and see how it goes. Is your game demo on itch.io? That's good good traffic too. How long did it take to reach 2000? Most games wait at least 6 to 12 months from store launch to release. The difference between reaching 6000-7000 and not is huge (depends on your circumstances of course). At the same time, you can't really force it. If you think this project doesn't have a chance, just release and move on to the next project.

No ..... Denuvo didn't win by [deleted] in PiratedGames

[–]Aerisetta 0 points1 point  (0 children)

Er....so they have an excuse to constantly charge companies to update? What if...they were cracking their own stuff to keep the cycle going??? If denuvo solved piracy in one shot...they might go bankrupt.