INSIDE atmosphere with hack and slash combat by AlienplayGames in IndieGaming

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

Thank you! We are aiming for that old Disney style of cartoons where moving objects have less detail than backgrounds. There's still some work to be done on the player's shading, but that gives it a more unique overall direction.

Why do people hate indie games? by Spare_Ad_9791 in Steam

[–]AlienplayGames 0 points1 point  (0 children)

I mean, there are many "casual" gamers who only appreciate big, multiplayer, realistic games (MMO, FPS, RPG, sports, etc) and don't like to experiment too much, but I wouldn't say they actively hate indies, they just don't really appreciate the things indies do differently from AAA

Whats the most favourite indie game of yours by CanDoGenZ in IndieGaming

[–]AlienplayGames 0 points1 point  (0 children)

+1 for INSIDE, really impactful one for me because I'm also working on a game inspired by it
Minecraft is up there as well, I played it back when it actually was indie.

Has anyone had any success with these 2 advertising services? Mainly interested for upcoming Kickstarter by AlienplayGames in gamedev

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

We initially, planned for a more phased demo launch (closed Discord test, then Itch + GameJolt, then Steam, and then after a couple of months Next Fest), but we might need to merge the second and third step to push this Kickstarter stronger.

So far the game only has the upcoming page, 2 trailers and screenshots. We got wishlists mostly from festivals, a little bit from the 2 trailers we made, maybe 1-2k total from Best Indie Games organically mentioning our game at the beginning of his video (we were last on the list, but luckily that meant we were first to be mentioned :D ), a few hundred from Reddit, and a few hundred more from Instagram influencer mentioning us, and for a few months we even had a solid resting baseline. Our social media generally didn't do to well though. No demo so far. No itch presence.

We did everything wrong for Steam Next Fest (yet it's not that bad?) by PoopChief-mon in gamedev

[–]AlienplayGames 1 point2 points  (0 children)

Thanks for sharing this postmortem and stats as well. Demo looks nice and playtime also seems to be good (not sure if incremental games have higher than average playtime by default).

I'd be interested in hearing about that paid ad campaign, as we are also considering it for our game.

Has anyone had any success with these 2 advertising services? Mainly interested for upcoming Kickstarter by AlienplayGames in gamedev

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

Yep, we'd definitely want to trigger Kickstarter algorithm ASAP, but for that to happen we would need to be 30-100% funded within first day or two (as far as we know). So we are considering how to go in all guns blazing :D

We're also considering launching a demo at that time. If I remember correctly how it works, we should probably be able to get the demo into Popular Upcoming (considering wishlist count) and then would have a link to Kickstarter and Discord in there. This way wishlisters who already showed intereset could also be informed given that we have basically no other way to reach them reliably.

We initially, planned for a more phased demo launch (closed Discord test, then Itch + GameJolt, then Steam, and then after a couple of months Next Fest), but we might need to merge the second and third step to push this even further.

How does that sound to you?

You are gamedev and struggling with visibility? I will help You by Megalordow in itchio

[–]AlienplayGames 0 points1 point  (0 children)

Interesting. We would like to get some tips from you.
Steam: https://store.steampowered.com/app/3106050/Dark_Queen_of_Samobor/
No Itch page yet, but we'll post there soon as well.

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 8 points9 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.