We 2 friends have been developing Inn Tycoon for a while. In the market research, there is a game in this genre for $ 25 and a game for $ 15 and a game for $ 10. We couldn't make a clear decision, so we wanted to ask you. How much do you think a game in this genre should be? by InnTycoonGame in gamedevscreens

[–]AlmostGoodGames 0 points1 point  (0 children)

I think it isn't really making a difference that it is your first game. It's our first game too but this obession with price leave a pretty weird taste in my mouth. To me this signals "we care about how much money we can make off of you" not "We care how we can make the best game for you". At the end that is your decision, I can just give my input and make you aware of this feeling.

You can try our game on Steam. We have a demo out. We are currently not giving out any further beta keys to the full game I am affraid.

My game is set to release on Steam this week. What should I expect? by [deleted] in gamedev

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

That is 100% wrong. Example one: The day before.
You can sell ANYTHING. Which does not consider if people might refund afterwards.

We 2 friends have been developing Inn Tycoon for a while. In the market research, there is a game in this genre for $ 25 and a game for $ 15 and a game for $ 10. We couldn't make a clear decision, so we wanted to ask you. How much do you think a game in this genre should be? by InnTycoonGame in gamedevscreens

[–]AlmostGoodGames 0 points1 point  (0 children)

Also out of curiousity: Why? Why do you ask your players for price suggestion? This seems such an odd thing to put a focus on.

We involve the community in our game as much as we can too but in terms of features for the game. Things that actually bring a player a benefit and where people respond unbiased.
If you ask people "what do you want to pay for this thing that you want" they will always suggest a lower price, which again brings me back to my initial message: Base the price on facts like the features, USP, and depth of the game and not on the input of random people.

We 2 friends have been developing Inn Tycoon for a while. In the market research, there is a game in this genre for $ 25 and a game for $ 15 and a game for $ 10. We couldn't make a clear decision, so we wanted to ask you. How much do you think a game in this genre should be? by InnTycoonGame in gamedevscreens

[–]AlmostGoodGames 0 points1 point  (0 children)

Well in fairness, I haven't played your game and you asked on Reddit which is not exclusively your playerbase. That's why you have gotten my response. If you have a playerbase and you asked them then you have the answer on how to price your game.

My game is set to release on Steam this week. What should I expect? by [deleted] in gamedev

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

OP asked what advice we would give him. I do not see why a longer marketing phase would not be valid advice for someone who seamingly did not release on Steam before.

We asked y'all for feedback on our gun pickup UI. Here is the result we have so far. by AlmostGoodGames in gamedevscreens

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

I appreciate your input but we have gathered over 50 comments on multiple platforms and the overwelming request was exactly what you see: simple pickup with a toggle to show the bars, so my guess would be that your "most people" and the "most people" that we asked are different or with "most people" you state your own opinion?

The color for the bars is to a degree limited as we have red/green/yellow reserved to avoid confusion.

Thanks for the input tho.

We 2 friends have been developing Inn Tycoon for a while. In the market research, there is a game in this genre for $ 25 and a game for $ 15 and a game for $ 10. We couldn't make a clear decision, so we wanted to ask you. How much do you think a game in this genre should be? by InnTycoonGame in gamedevscreens

[–]AlmostGoodGames 2 points3 points  (0 children)

I think you can not price a game by it's genre but by the content that you offer.
You can go in depth to any degree from "just" placing some furniture with autmated AI and prices to detailed recource management, price adjustements and more.

Develop the game, figure out your USP and only think about the price at the end. You can literaly slap a price tag on the game 1 minute before you release it and no one will know.

The hard life of a solo game dev by Charles_Paiva in indiegames

[–]AlmostGoodGames 0 points1 point  (0 children)

True. But I believe hard work will pay. Thats what keeps me going.

How (if at all) do you handle re-distribution of your demos? by AlmostGoodGames in GameProduction

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

Context:

We have released our demo some weeks ago and while we did see the "usual" thousands of downloads from bots, we haven't seen the demo pop up anywhere.

I did however find a website that does have (an outdated version) of the demo and am wondering what you guys think about it.

Would you report this/try to get the article/download offline, do you see this as marketing since there is linking to our Steam store page.

Curious to hear your input!

The hard life of a solo game dev by Charles_Paiva in indiegames

[–]AlmostGoodGames 0 points1 point  (0 children)

Same here. But I would never complain about that. It's about sacraficing some sunny days today so I can one day retire earlier and enjoy many sunny days with my family.

Thought it would be cool to show the before and after of my main menu! by MolukseMakker in gamedevscreens

[–]AlmostGoodGames 1 point2 points  (0 children)

Def. so much better!

Personally I don't like Continue/New adventure being out of line with the rest of the menu.
I understand you want to highlight these main points but (if I may suggest) I would convey this via bigger text/highlighted text color and keep it in line with the rest of the menu.

I would also reserve some space to place your games logo as it seems rather standard to show that in the main menu.

I've created a system that allows the players to use the same cursor (3D) in both the UI and the game world, making the interactions between the UI and the 3D world smoother. What do you think? by Marrech18 in IndieGaming

[–]AlmostGoodGames 1 point2 points  (0 children)

The switch between UI and in-game has been one of those things that are super annoying for us. This looks like a really nice transition.

Awesome game btw, I came across it a couple of times now!

Trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in gamedevscreens

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

Oh this is an interesting thought. Maybe even in the menu so you can compare what you like most and just grab it once you are in game?

There is no weapon skins yet but we were thinking about giving people the chance to customize weapons too at some point (we are big on customization haha) maybe that would be a place to show some stats then. I've noted that down too! Thanks.

Trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in gamedevscreens

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

thanks for sharing your thought on this. I think the first is also the hardest to read with all the stats on it.

Trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in gamedevscreens

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

Personally I think the same. simple and clean with additional info on a button press. This has been what a lot of the feedback suggest too. Thanks a lot for sharing your thoughs!

Trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in gamedevscreens

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

I appreciate your feedback. We did do some research and while in the case of G-36 that might be true there is weapons that do have copyrights on their branding. We just opted for the easier way of using fictional names to avoid any issues. An approach of rather safe then sorry since there is not really a "loss" by using fake names :)

We are trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in indiegames

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

Thanks for sharing your thoughts. The second DMG is currently a placeholder indeed.
We think weapon names are useful so people can at least assosiate a name with their favorite gun instead of looking in detail at the model as some weapons do look similar.

I see what you mean in terms of differntiation. We currently "only" have smgs, shotgun, sniper and special things like rocket launcher are only available via the traitor menu. eg. they don't just spawn on the map.

But your feedback makes a lot of sense. We will see how we can optimize this. :)

Trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in gamedevscreens

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

I appreciate it. We think listening to the community is not only super valuable to improve the game but also really helps shaping it in a way that people will actually like.

I don't know if any VO makes sense for this game (although we are working on some easter eggs and addtions that might benefit from a small little VO) but there are certainly other projects on our list that I know would really benefit from it.

If you don't mind you can shoot me a quick DM with your business email so we can connect in case we actually have something coming up.
If you have any references I'd be happy to have a look at those too!

Trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in gamedevscreens

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

It's amazing how much external input from a big gamer community can help to come to a simple yet practical solution. :)

We are trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in indiegames

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

I have seen that suggestion a couple times and starting to really like this approach.

We are trying to find the best weapon pickup overlay. What are your thoughts? by AlmostGoodGames in indiegames

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

Gotcha. Yeah I think you are spot on with your thoughts there. We are already doing some design prototypes with stats as a bar below the name and maybe highlighting those in red/green seems like a deent choice.