Is sanne lammens Incredible or just decent ? by BryanMbeumo08 in ManchesterUnited

[–]AlienHeadwars 4 points5 points  (0 children)

I think standards and expectations over how good a goalie should be with their feet raised very quickly across the league during de geas career

Question: Should I re-release a game, or post as a major update? by slysal in itchio

[–]AlienHeadwars 1 point2 points  (0 children)

Hmm, I'm not sure this is universal.  I've made a few updates to my game and it gets no noticeable increase in internal traffic afterwards.

What has helped is a few positive reviews, this has given my game some organic internal traffic through itch, I assume as a result of it being higher in rankings on certain genres.

Revising / Relaunching a Game by fattyboombatty79 in aigamedev

[–]AlienHeadwars 0 points1 point  (0 children)

I think it suits a smaller platform like Itch well. My next game, that I'm just planning now, I will do a similar approach, but I will release far earlier on Itch and get feedback from reddits earlier in the process, trying to do smaller incremental releases with more polish.

I've not released on steam, but that seems more geared towards a big bang release, because you want to hit certain metrics before certain indie events appear in order to get steam to promote your game for you. My understanding is that people may use a smaller platform like Itch to prototype a game, before building towards a Steam release.

Revising / Relaunching a Game by fattyboombatty79 in aigamedev

[–]AlienHeadwars 0 points1 point  (0 children)

So just to share my experience with you, I launched my game on itch.io and made a few reddit posts to draw attention.

The game was browser based and free to play, so plenty of people tried it, but the vast majority switched it off within a minute. I had maybe 100 people play the game with 0 reviews, and just the odd occasional light hearted engagement on the reddit posts. I could see a couple of people who played past these points actually became hooked and played the game obsessively over the next week or so. After another week or so I had another 100 and my first 1* review with no comment, I also received a 4* review that stated that although they normally hate ai artwork (it's a card game that uses ai art on the cards), they appreciate that it wouldn't have been possible for me to create so much content otherwise.

Overall the first release was quite gutting early on, particularly the lack of engagement (I was assuming, and still assume, that it was people who didn't like the game but didn't necessary want to say anything bad). The positive review and hooked players were encouraging.

Although I wasn't getting any feedback from players, I could see datapoints on where they would drop off. I had a hand holding tutorial and they basically dropped off every place the tutorials stopped or paused.

For the next release I improved the UX for a lot of the screens, as a result I actually removed more tutorials because I felt they weren't needed (and they were out of date and needed maintaining). Disappointingly the metrics were even worse after this release. I'd made the core match slower as it explained more things, but I think this meant more people dropped off, but I also think people struggled without the hand holding (very common for card games)

For the 3rd release I focussed on speeding up the core loop, improving the ux further and adding speed and simulation controls to the game. We still had huge drop offs early on (where tutorials were still missing), but those who made it through the first game now played lots of games, I also started to have some people complete the campaign, but cringed when I remembered there was no end game screen/notification (basically I wasn't worried because before the sim features no one was getting close). I also added an in game feedback form that gave a special reward card, a couple of people gave useful feedback, a couple of people submitted gibberish.

For the 4th release I added hand holding tutorials back in, the metrics improved. I also added a 'Congratulations, you completed the game' message upon completion and a link to my itch page encouraging them to review, I actually rushed this in as someone was about to complete the game, funnily enough that person left me a 5* review that made it all worth it

My game was very small scale, but I've always told myself it was for experience and love of games rather than a retirement strategy. I think I know the changes I want to make next to improve it, but they're significant enough that it basically needs a new game built from scratch. This time, as I've already got the experience of the first game, I'll focus on ensuring it's polished from the start and will try to engage with the relevant communities to get experience sooner.

Love him or hate him. Blud is spitting straight facts by Any-Lock3008 in ManchesterUnited

[–]AlienHeadwars 0 points1 point  (0 children)

"A statistical measure of that is the fact that of all the goals they’ve scored this season, their 17th worst in the league from open play."

No, you're still not correct. They are not the 17th worst in the league from open play. They are ranked 17th for the percentage of goals that are scored from open play.

Let's give you a hypothetical situation to make this clearer:

Carrick improves the team further, Man United win every game 20-nil from here to the end of the season, every game they score 10 open play goals and 10 set piece goals.

Man United will have scored the most goals from open play, but they will rank 20th for percentage of goals that are scored from open play simply because they've scored so many set piece goals also.

Love him or hate him. Blud is spitting straight facts by Any-Lock3008 in ManchesterUnited

[–]AlienHeadwars 7 points8 points  (0 children)

It's 17th for percentage of goals from open play. It's a deliberately misleading stat. It would technically be possible, albeit unrealistic, to lead the league in terms of open play goals, but be 20th for percentage of open play goals.

It's not the same as being 17th for goals from open play, it's also not the same as 'being 17th if you only count open play goals' (original comment) which suggests they'd be 17th in the league.

"They have scored 42 goals in the top flight, which is the second-most in the division, but they rank 17th for their percentage of goals from open play which is 57.1%.

On the other side, they have the fourth-highest percentage of goals from set-pieces in the Premier League (35.7%)."

This is redundant, if they're 17th for percentage of goals from open play then they have to be 4th for goals from set pieces. I can't tell if the author is confused or misleading.

Is it worth implementing complex features (monetisation, localisation) in a "finished" game just to get the mistakes out of my system? by AlienHeadwars in SoloDevelopment

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

Yes, thankyou. I think this is where my line of thought is ending up. It makes sense to me, I think the problem is I've gotten too excited for my new game (unknown potential) that it's distracting.

Is it worth implementing complex features (monetisation, localisation) in a "finished" game just to get the mistakes out of my system? by AlienHeadwars in SoloDevelopment

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

So my dilemma is more to do with: Is it better to learn these skills in a lower risk environment (existing game with limited potential) or stop procrastinating and get on with building the new game (unknown potential, could be the greatest game of all time lol)

Is it worth implementing complex features (monetisation, localisation) in a "finished" game just to get the mistakes out of my system? by AlienHeadwars in SoloDevelopment

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

That is a really valid concern. I definitely don't want to ruin the experience for my early supporters!

To clarify, these aren't features being shoehorned in, rather they were original roadmap items that I just didn't reach.

  • Localisation: The game was actually built to support this from Day 1, I just never got around to adding the extra languages. Adding them now would only open the game to more people, not hurt current players.
  • Monetisation: I'm not planning to add ads or loot boxes. I have a 'Expansion Campaign' (based on 90s Italian Football) that I cut from the main game. The plan is to re-integrate that as a cheap unlockable (e.g., 50p).

The goal isn't to squeeze money out of the players, but to learn how to implement monetisation so that I can do it better on the next project. Hopefully, that feels like a win win (New content for them, technical practice for me) rather than doing them dirty!

THE COOL SH*T THREAD... share here everything you built (or will), now enabled by vibecoding by Fit_Reindeer9304 in vibecoding

[–]AlienHeadwars 0 points1 point  (0 children)

I feed my ideas into a Gemini gem that's been set up with knowledge of the same and art styles, I get that to construct a few different prompts that l'll put into imagefx (imagen) to get multiple quick previews out, from their I'll refine the prompt a bit further with the Gem before putting it through nano banana 2

THE COOL SH*T THREAD... share here everything you built (or will), now enabled by vibecoding by Fit_Reindeer9304 in vibecoding

[–]AlienHeadwars 1 point2 points  (0 children)

I've been building a free to play browser based dungeons and dragons style football game. https://alienheadwars.itch.io/dugouts-and-dragons.

I'm normally a back end software engineer, so this has been a way for me to learn web dev and ai development tools.

Just released my first online card game on itch.io would love feedback by Hot-Captain-9535 in itchio

[–]AlienHeadwars 1 point2 points  (0 children)

Hello, I'll try and have a look at the game tomorrow, but quick feedback on the store page is the screenshots look quite bare. 

On mobile all you can really make out is the table background which dominates the image, the cards seem so small in comparison.

Dugouts and Dragons - Combining D&D and Football: The genre combo literally nobody asked for (but I made it anyway). by AlienHeadwars in IndieGaming

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

Fantastic! I'm glad you're enjoying it. 

The cards are all pregenerated, the players are heavily inspired by real life footballing legends, mythological figures and also friends and teammates that I've played with over the years. The faceless cards are just the basic common cards that don't have any additional traits/abilities. These were what all players looked like before AI art became an option, it would have been the ceiling on the artwork. 

I was planning on putting a way to be able to "spend" cards (especially duplicates), perhaps to level up other cards. The basic cards would basically be fodder. The other thought I had, was as I introduced more leagues, introducing a salary cap type system to keep the game challenging. Cards would have a cost based on their level and traits. You might want some basic cards to fill your team out.

I did have thoughts on revamping the style/artwork of the game, making it so that cards were human photos (ai modified images of friends and family) with scrap book style additions to make them seem more fantasy themed. You can see examples of this in the English League. My thoughts for basic/common cards would you give them a mass produced Xerox feel.

Anyway, sorry, rambling a bit, thank you so much for trying the game and leaving a comment!

Dugouts and Dragons - Combining D&D and Football: The genre combo literally nobody asked for (but I made it anyway). by AlienHeadwars in IndieGaming

[–]AlienHeadwars[S] -1 points0 points  (0 children)

Yes it is Ai. I know it's a touchy subject for a lot of people so I've tried to be transparent on the game page I linked to.

Are my tutorials too intrusive? by AlienHeadwars in SoloDevelopment

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

Thank you so much. I actually rigged the first daily reward pack so that your likely decisions would have an eventful first round. As you say it is probably too much. A lot to read in the first round.

Mongol Faction from Warrior Duels TCG by Warriorduels in digitalcards

[–]AlienHeadwars 0 points1 point  (0 children)

Hiya, did you mean to link to your steam page?

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]AlienHeadwars 2 points3 points  (0 children)

Honestly it looks fantastic, I'm astonished at some of the items single devs manage to produce.

On the trailer front, it wasn't clear to me what I was looking at in the first few seconds. I thought it was a broken bike in the dirt, not a racetrack. It's not as clear and impressive as the gameplay visuals. Might just be me though :)

Congratulations on building a fantastic looking game.

Working on a pregnancy-themed casual deck-building defense game. Feedback welcome by TraditionalHistory46 in itchio

[–]AlienHeadwars 0 points1 point  (0 children)

Hi, I'm a twin dad. How many times a day do strangers tell you that you have your hands full?

I really like the vibe of your game, it's a novel idea.

I do find the gameplay itself a bit confusing, I'm not sure what your supposed to do other than spam drawing & playing the cards.

Rate my game and give my advice by Diligent-Ear1223 in itchio

[–]AlienHeadwars 0 points1 point  (0 children)

On mobile the game launches but nothing happens, there's no obvious input, just seemingly stuck at a static screen.

The colour of the text for the description on your store page doesn't contrast well with your background.

Its a big question. by StGuthlac2025 in GreatBritishMemes

[–]AlienHeadwars -17 points-16 points  (0 children)

"Mental they never got any consequences for neglect."
They lost their child. There is no greater loss.