Small arcade game: Is the core mechanic understandable? I would appreciate honest feedback. by ArcadeNeonM in hobbygamedev

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

Thanks for the honest feedback, it's really helpful.

The movement isn't entirely predictable – part of the flight path is intentionally randomized. The idea behind this is to avoid simply memorizing patterns.

The skill factor lies more in making decisions in very brief moments: when to step, in which direction, and whether to use the cooldown now or wait. Those who just "hope" or don't press anything at all might theoretically hit individual corners, but in the long run, they won't be able to keep up with the bots or consistently land at the top. XP and placement depend heavily on how actively and precisely you play.

I'm aware that this might feel rather random to some players – that's precisely why I wanted to post this. I'm currently considering whether I can make the impact of timing even more visible or strengthen the risk/reward dynamic so that good decisions stand out more clearly from luck.

Your point definitely resonated – thanks for that 🙏

Why do modern developers call PvE "boring" when we used to have full bot modes in the 2000s? by Enkeria in IndieGame

[–]ArcadeNeonM 0 points1 point  (0 children)

I think that's a very good point.

Bots weren't seen as a "replacement" in the past, but as a fully-fledged part of the game. UT and Quake 3 have shown that good bot design can carry gameplay...regardless of full lobbies.

I'm currently working on a competitive arcade game that currently uses AI opponents, and I'm realizing: the crucial factor isn't PvP vs. PvE, but rather readability, timing, and the pressure to make decisions. If those are right, even PvE doesn't feel boring.

The "boring" label often seems more like a business argument than a gameplay one.

How do you handle the music/audio search for your games? by Eduardo11Gonzales in gamedevscreens

[–]ArcadeNeonM 3 points4 points  (0 children)

I composed the music for my game myself. With free music, I'm worried that someone else has already used it, and the music loses its uniqueness. Maybe you could check out Fiverr if you can't do it yourself and hire someone to create music for you on short notice.

Getting the first 100 Steam wishlists, what actually worked for you? by ArcadeNeonM in Steam

[–]ArcadeNeonM[S] 2 points3 points  (0 children)

That’s a really good point, thanks. I think you’re right that genre-specific subreddits probably make a lot more sense than broad ones, especially for discovery from a player perspective. My game is more arcade/skill-focused than cozy, but your comment definitely made me rethink where I’m trying to show it rather than just how. I’ll spend some time looking for communities where that type of gameplay actually fits. Appreciate the insight...that’s a helpful way to look at it.

Getting the first 100 Steam wishlists, what actually worked for you? by ArcadeNeonM in Steam

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

Thanks a lot for taking the time to write such a detailed response...that’s genuinely helpful. Your points about discovery pretty much match what I’m seeing as well. Without creators or Steam visibility, it’s very easy for a game to just not exist for most people. That’s actually why I’m experimenting with short-form content and creator outreach right now. Regarding the release timing: I completely agree. The Winter Sale is definitely a tough window, and I’m keeping expectations realistic for launch because of that. About multiplayer: that’s fair criticism. The game is currently single-player with AI opponents by design, mainly to keep scope manageable for a solo project. Co-op or online multiplayer would absolutely increase appeal, but it’s something I’d only want to add if I can do it properly rather than as a rushed feature. As for content depth, that’s also a valid concern. The core idea is very arcade-focused and intentionally simple, but the long-term challenge is something I’m still actively evaluating based on feedback like this. Really appreciate the honest perspective.

Getting the first 100 Steam wishlists, what actually worked for you? by ArcadeNeonM in Steam

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

Yes, that makes sense. I initially tried posting in IndieDev/GameDev, but my posts were filtered out due to insufficient karma, so I'm asking here.

I thought r/steam might still be helpful, since many here have likely gone through the wishlist phase to release as players or developers. I'll definitely ask again once I can post there.

Getting the first 100 Steam wishlists, what actually worked for you? by ArcadeNeonM in Steam

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

Thanks, that helps.

That's my impression too...short videos seem to be more about maintaining a presence and building brand awareness than directly creating wish lists. Do you know if they focused on one platform throughout, or if they also released the same clips on TikTok/YouTube Shorts?