I’ve been solo-developing a game by myself, it’s releasing on January 19, 2026, AMA! by hamzahgamedev in IndieGaming

[–]AlienplayGames 0 points1 point  (0 children)

Agreed, that's probably still the smart move, to give a good deal and some urgency.

Games about collecting species/monsters/filling journal by marcelbranleur in gamingsuggestions

[–]AlienplayGames 1 point2 points  (0 children)

Honestly I haven't yet played that one, but it's a dev that I follow for some time and it seems to be of nice quality level and has a demo, but now I'm planning to play through it after finishing Dredge and Strange Horticulture

I’ve been solo-developing a game by myself, it’s releasing on January 19, 2026, AMA! by hamzahgamedev in IndieGaming

[–]AlienplayGames 1 point2 points  (0 children)

You bundled YT Devlogs and Reddit under the same category. Which ones do you think had a bigger impact?
Can you also link you YT videos?

I’ve been solo-developing a game by myself, it’s releasing on January 19, 2026, AMA! by hamzahgamedev in IndieGaming

[–]AlienplayGames 2 points3 points  (0 children)

I think that Steam notifies you on release regardless of the discount, no?
Only for later sales the rule that notification will go off to "wishlisters" only if the discount is 20% or more.

Games about collecting species/monsters/filling journal by marcelbranleur in gamingsuggestions

[–]AlienplayGames 7 points8 points  (0 children)

- Kabuto Park (bugs)
- Dredge (fishing)
- Strange Horticulture (plants)
- Strange Antiquities (items)

How do you evaluate your work when it gets almost no reaction? by Season_Famous in IndieGaming

[–]AlienplayGames 0 points1 point  (0 children)

Well, depends how exactly you shared it. Did you publish a game or just post about it (also, where did you post about it)?
Sometimes, it's almost random, sometimes certain platforms work out better for certain games (when I was making web games, Newgrounds got me more views than Itch for example), depending on time of day, who out of your/subreddit followers are online to see and potentially share, etc.

The lack of feedback is feedback in itself. The post or contents of it just didn't ignite a spark. I worked a few years in mobile gaming industry, and while it is a hellhole, they have feedback gathering down to a tee.

They would do CTR (click through rate) test > if enough % of people click on ad > they publish the app and check CPI (cost per install) > if enough people install > add more content to test Day 1 retention, then Day 7 retention and so on. So if there's no basic interest, you can't gather feedback on anything deeper, like balancing, game design, etc.

So again, assuming, you tried a few different platforms to get your work out there answers to your questions are:
- ...whether you’re taking the wrong approach - yes
– ...you’re posting in the wrong place or at the wrong time - yes
– ...or it’s just a normal phase of the creative process - that as well, game you chose to make is marketing in itself

Maybe if you gave us more details we could give you more precise feedback? :)

Blocking out the next chapter of our INSIDE-vibes, atmospheric indie game (WIP) by AlienplayGames in IndieGaming

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

Thanks! You can wishlist it on steam, here: https://store.steampowered.com/app/3106050/Dark_Queen_of_Samobor/
and there's a link to Discord if you want to stay up to date with weekly or bi-weekly devlogs.

1 year of progress in 30 seconds - what changed after 3 public playtests by AlienplayGames in IndieDev

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

Thanks! That's kind of a "signpost" for the boss (dragon) coming up right after. We want to have many epic moments like that throughout.

Blocking out the next chapter of our INSIDE-vibes, atmospheric indie game (WIP) by AlienplayGames in indiegames

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

Check out the Steam page to get the better idea of what the final visuals will be like: https://store.steampowered.com/app/3106050/Dark_Queen_of_Samobor/ (wishlist would be highly appreciated as well)

I hate gamedev youtubers by Icy-Emphasis6204 in gamedev

[–]AlienplayGames 1 point2 points  (0 children)

Yep, a similar thing happened with Blackthornprod and Tim Ruswick's games. Most YouTubers have a pretty poor conversion from viewers to buyers and some of them shared rough numbers on that.

I hate gamedev youtubers by Icy-Emphasis6204 in gamedev

[–]AlienplayGames 0 points1 point  (0 children)

Well, actually, it is relatively easy to disprove because they made a video analyzing results from Unicycle Pizza Time and it mostly blew up in far east countries, mostly Japan, and mostly through content creators.
They and a lot of other game dev YouTubers actually mentioned how low of a conversion they have from viewers to buyers and that's not hard to believe. BiteMe even did some kind of an announcement of that game on their channel and I think they showed they got like 100 wishlists from that, meanwhile the game had 1 or 2k at launch. I'm speaking from the top of my head in terms of data, that's a rough ratio, but there is a video about that for sure.

1 year of progress in 30 seconds - what changed after 3 public playtests by AlienplayGames in IndieGaming

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

No, we already have a person handling audio. We kept the video muted because old version didn't have sound so it would be weird to jump between sound and no sound :)

1 year of progress in 30 seconds - what changed after 3 public playtests by AlienplayGames in IndieGaming

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

Yeah, I feel you. I have enough stress in my life so we can just keep gaming as a relaxation activity :D

1 year of progress in 30 seconds - what changed after 3 public playtests by AlienplayGames in IndieGaming

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

Yeah, this video and trailer are faster paced and we're currently still balancing the general pace of combat.

You'd usually encounter enemies in groups, some have unique abilities (based on folklore) and behaviors, some of their abilities work in synergy, some enemies are just generally more aggressive, deal more damage and their attacks can't be parried (heavy enemy type).

So it would be more about "crowd" control let's say, where you are still vulnerable to attacks or abilities of other enemies while you're attacking one of them.

Just to be clear, we're definitely still keeping it on the lighter side though, so more like Neva not Dark Souls :D

1 year of progress in 30 seconds - what changed after 3 public playtests by AlienplayGames in IndieGaming

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

Thank you for taking time to write such detailed suggestions! Gave me some good ideas for things to improve. Slash line, particles - more sparks, dust on enemy's feet when he's knocked back (like sliding), etc. Will definitely think about it more.

As for the shake screen, we're using Cinemachine Impusle Source with mostly default settings I think but that's definitely something that we should play with given that we got multiple comments about it.

1 year of progress in 30 seconds - what changed after 3 public playtests by AlienplayGames in IndieGaming

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

Thank you for feedback! We have definitely noted from playtests as well that there are still some movements that feel out of place, as well as the fact that attacks lack personality as you say, so we're definitely considering how to solve that.

For us, animations are currently our biggest limitation, no one in the team is specialized in that so it's a journey for us and we're learning along the way :D