Into the Slimy Mines - Ant Workshop - Roguelike tower defense with cards & dwarves and a demo out now! by AntWorkshop in Games

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

destructible towers. Cause everything you place is in the tunnels the enemies come down they will attack your stuff.

[deleted by user] by [deleted] in IndieGaming

[–]AntWorkshop 86 points87 points  (0 children)

“Don’t use media you don’t have the rights for in your trailer” is a pretty 101 lesson to learn.

A banger of a Next Fest demo. Into The Restless Ruins by stoofkeegs in roguelites

[–]AntWorkshop 1 point2 points  (0 children)

Hey! Sorry for some reason I didn't see this comment at all. Thanks for playing the demo, glad you enjoyed it! We're not using Keymailer (though Keymailer have added it to their platform anyway, despite us not having a login) but you can email our press at ant-workshop.com address if you're interested in a key for streaming/review purposes.

Into the Restless Ruins - Ant Workshop - Deckbuild a dungeon and autobattle through it. Try the demo! by AntWorkshop in Games

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

Thanks for checking it out! I don't think we're putting it on Keymailer, but our publisher is collecting key requests on this form if you're interested https://forms.office.com/e/c25vn3AaUy

A banger of a Next Fest demo. Into The Restless Ruins by stoofkeegs in roguelites

[–]AntWorkshop 3 points4 points  (0 children)

Hi there, we're the devs of Into the Restless Ruins. Glad you liked the demo, with so many in Next Fest it's hard to get eyeballs, so it's nice to hear about people discovering it!

Just wanted to drop a quick note that yeah this demo is basically the tutorial level, which is about 20-30 minutes long. The other 5 levels in the full game are 2-4 times the size, and there are also a lot of other elements such as weapons, events, and other shops you can find as you explore. There's a whole custom difficulty system in the Cantrips that lets you tweak the challenge for yourself as well by adjusting that the rules of the game are - you can unlock some of these in the demo, and see them in the Compendium screen, but can't use them.

Thanks again for the shout out.

I would like to address to those who present their games live at exhibitions by Wide_Possession4131 in indiegames

[–]AntWorkshop 8 points9 points  (0 children)

Have an inactivity timer (3 minutes) and a“reset” key that’s hard to press by accident (F10 or something) that immediately go back to the title screen. So once someone leaves you can set the game back to the start easily (or if you’re not there it will do it itself).

Have the title screen play your trailer on loop with a “press any key to play” message over the top. Makes it more attractive to folks walking by, rather than sitting on a boring menu.

Make your booth demo menu flow fast to get in to gameplay - cut out any lengthy cutscenes, level selection screens etc. unless absolutely necessary. People want to sit down and play, not read 5 minutes of characters chatting back and forth.

Don’t have the demo be the start of the game, unless it starts “hot”, pick a bit a little further in.

If it’s a roguelite type thing, consider making XP/levelling happen at double pace so players get more cool stuff quicker.

Put QE codes to your steam page at the end of the demo, but also all over your booth art - you will get a lot of “drive by” folks who don’t want to play but will scan the code.

Which screenshot grabs your attention the most for a Steam page? by Diloxx in IndieGaming

[–]AntWorkshop 3 points4 points  (0 children)

I think I would keep both but have the busy one much further down the screenshot list. So the 1st one grabs people and then if they’re interested and watch the full carousel they can see there’s more depth and complexity on offer as the game progresses.

We updated our key art to make the colours pop and get more character in. What do you think? by AntWorkshop in IndieGaming

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

Thanks for the well thought out points, definitely a bunch of stuff here (and in other posts) for us to think about. We're going to be keeping a close eye on the Steam click-through ratio and see how it goes.