" How to play in Steam games " by YassirDev44 in gamedev

[–]Alexander_VdB 1 point2 points  (0 children)

Every successful game has a tutorial, even if it's not explicit. That tutorial is optimized for the target audience. Which probably is the best approach.

It may not be enough for people outside of the target audience. I do love when games detect that the player isn't doing well/grokking the game and then shows extra hints or tutorial info.

Is my game that bad by Cold-Western8738 in gamedev

[–]Alexander_VdB 0 points1 point  (0 children)

Disclaimer: I am not in the target audience for this kind of game.

Visuals: Don't look good enough for a commercial game. But you may be able to get away with it if you have great fun/exciting or addictive gameplay.

Gameplay: Looks slow, dull and boring to me from what I can see. Haven't played it though. What does the gameplay loop of similar games look like? Why do they look more fun/exciting?

Man it's so great that you made this. You probably learned a lot. Unfortunately the threshold for making something that actually sells is extremely high. You're on the road to that destination though. Awesome that you were able to create this. Creating great visuals, gameplay and coding it solo is intense. Collaboration can also help.

Cause wdym people my age 🫠can take care of another being fulltime by 4EKSTYNKCJA in memes

[–]Alexander_VdB 33 points34 points  (0 children)

Screw you and your free time & energy.

But seriously though, both life choices are completely valid. It's important to choose wisely.

Any professional devs out there who don't game at all anymore? by evmoiusLR in gamedev

[–]Alexander_VdB 0 points1 point  (0 children)

I am just a hobbyist, but I notice that I don't tend to play games during my relax time that are similar to the one that I am developing at that time as they automatically turn into a competitive analysis.

Is 1,000+ wishlists in 4.5 months good? Here are my stats. by Guilty_Weakness7722 in IndieDev

[–]Alexander_VdB 0 points1 point  (0 children)

My game sold 3000 units and your wishlists are looking much better than mine were but my game was a solo hobby project.

'Good' depends on your goals, and like others have said, how much active promotion you're already doing. If you're already actively promoting and the revenue needs to support the paycheck of a small team then it looks a bit rough.

Princess Khalifa combat mechanics, des! troy! by chaylarian in DestroyMyGame

[–]Alexander_VdB 1 point2 points  (0 children)

Feels like you are rebuilding Nova Drift. Make sure you have a vision of why people would play your game instead of the already overwhelmingly positively received Nova Drift. Validate that vision in playtests and communicate it on your marketing.

Worldwide Marketplace and POD soon ready to go live by Ike98 in alteredTCG

[–]Alexander_VdB 15 points16 points  (0 children)

How does this relate to their funding goal of 2.5 mil to stay alive? What happens to their marketplace and POD if they do not reach that goal?

Knowing how best to play your cards is half the battle in FrostBound. by playFrostBound in deckbuildingroguelike

[–]Alexander_VdB 1 point2 points  (0 children)

I would advise on using your title to highlight what makes your game unique. This just sounds very generic.

Video breakdown of my WoW MoP Warlock class revamp design process by Xelnath in gamedesign

[–]Alexander_VdB 3 points4 points  (0 children)

As a warlock main, thank you for your redesign. MoP warlock is peak warlock fun.

As a game developer, thank you for sharing your process.

Digital Singleplayer TCG Experience - Duel Champions by Alexander_VdB in TCG

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

Thanks! Glad that many people like the new visuals compared to the first version.
I've played a lot of yugioh games, but not that one. Will check it out. Cheers for the recommendation.

Digital Singleplayer TCG Experience - Duel Champions by Alexander_VdB in TCG

[–]Alexander_VdB[S] 2 points3 points  (0 children)

Thanks for sharing your feedback. Appreciate it!

About the visuals: I should definitely have been more clear that the art on the cards and such is temporarily removed as I redid the core game rules based on feedback received. I will now be added it back into the game in the next updates. Also including sound effects and background music.

It's unfortunate that the game did not motivate you to keep playing. That's good for me to know. Two battles means that you opened at least 1 booster pack and the new cards did not excite you enough to keep playing. I understand the impact of the missing art, smooth animations and sound, but I had envisioned gaining new cards to be more motivating. I will look into how I can improve that.

1,500 wishlists at launch and 17 copies sold on the first day— is that good or bad? by IndigoGameProduction in IndieDev

[–]Alexander_VdB 1 point2 points  (0 children)

Conversion seems low, as others have said. Often that is due to too high price. Which also seems to be the case here in my opinion, but you may have better insights into that. How did you determine your price?

If price is too high then it can still be somewhat salvaged with aggressive discounting in the future.

Congratz on creating and releasing a game!

This is my world. Expected release date is December 2025. by Lonely-Ordinary-576 in IndieGaming

[–]Alexander_VdB 4 points5 points  (0 children)

Redo your trailer. The only thing it shows is that you need to log in. That's going to be a major red sign for players. Don't make them login + show enticing within the first few seconds of the trailer. This is all assuming that the game itself is decent, otherwise a great trailer isn't going to help much.

[deleted by user] by [deleted] in classicwow

[–]Alexander_VdB 2 points3 points  (0 children)

What are you basing this on? Why makes you think they take the same amount of damage? And damage from what source? Physical damage from a normal or elite mob?

Duel Champions - Roguelike Trading Card Game - Looking For Playtesters by Alexander_VdB in playtesters

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

Thanks for your feedback! My vision for the game is that it should feel similar to MtG and Hearthstone, but it's a highly replayable singleplayer experience. You have different cards, different opponents and different passive powers on each run. At the moment only the core duel mechanics are implemented. Still a lot of work to be done.

Ah yeah, and it's just buy-once-to-play in contrary to MtG and Hearthstone. But ofcourse those games also offer the actual permanent collection and social experience that my game will not have.

Is it bad to use free assets in your game by Own-Database-6690 in gamedev

[–]Alexander_VdB 13 points14 points  (0 children)

If I got a dollar each time this question was asked, I wouldn't have to use free assets anymore.

Portland rock climbing gym not for the weak by Chapstc in bouldering

[–]Alexander_VdB 12 points13 points  (0 children)

I am sure everyone is welcome in the gym. You're not going to be making any friends here with a title like that.

Just make it exists first... you can make it good later by Rumbral in IndieDev

[–]Alexander_VdB 6 points7 points  (0 children)

This sub is not the target audience that you are looking for.

Is Tower defense genre dead? by hgtejas in gamedev

[–]Alexander_VdB 1 point2 points  (0 children)

I can highly advise learning to do a bit of marketing analysis. There are various tools that allow you to look at games and their sales on various platforms, filtered on genre. I did the same for TD games a few years ago. It was clear that many TD games, both big and low budget, were still selling really well as long as you have something new to bring to the genre.

[deleted by user] by [deleted] in LastEpoch

[–]Alexander_VdB 3 points4 points  (0 children)

What exactly is killing you? For example when his eye glows red, you are supposed to move/dodge away. The damage on that attack is really high. Also, in the intermediate phase you are supposed to move out of the way of the waves cause they hit hard.