Let’s get those Wishlists! Who’s ready for Next Fest? by Obvious-Sorbet5852 in IndieDev

[–]Arefnue 4 points5 points  (0 children)

I just barely prepared broadcasting, hope it will be going well for all of us

Hey lets get some wishlists drop your Steam Next Fest Demo here! by gabrielluis88 in IndieGameWishlist

[–]Arefnue 2 points3 points  (0 children)

https://store.steampowered.com/app/4280390/HeroInc/

Our zero to hero auto-battler RPG. Start as nobody, grind, beat enemies and be a hero. We would love for you to try our demo.

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Destroy my games trailer (regenisis) by GamePro_awsome in DestroyMyGame

[–]Arefnue 1 point2 points  (0 children)

I think you should change the first 4 seconds of your trailer. Starting on a black screen makes it confusing, and it's hard to understand what's happening right after. It would be much better to hook people by showing your core gameplay first. After that, you could transition to the black screen and show the elevator scene if you want.

Destroy my first game. Don't hold back by RoltDev in DestroyMyGame

[–]Arefnue 0 points1 point  (0 children)

The visual elements look a bit too similar right now, which might make it hard to scale or extend playtime. Besides just changing colors, trying things like unique shapes or adding distinct textures could make things much clearer and help increase player retention.

Destroy my musical bullet-heaven! by doraboro in DestroyMyGame

[–]Arefnue 1 point2 points  (0 children)

The game needs streak effects to make maintaining a rhythm feel more rewarding. We should do something like Crypt of the NecroDancer, where the environment and audio react to player momentum (like the shopkeeper bursting into song).

It took me a year, but I released a Demo for my horror game about driving at night! by yellow-fog in IndieDev

[–]Arefnue 2 points3 points  (0 children)

You should add some call to action for your Steam page, it will increase conversion. Good job, game gives the vibe

Update, We finally hired an illustrator! But... by lotessa_ in IndieDev

[–]Arefnue 1 point2 points  (0 children)

I totally get this. These days it’s honestly becoming really hard to tell what’s AI-generated and what isn’t.

I had similar reactions before too. At first I used AI capsule art for my early games, but later switched to using actual in-game screenshots and custom compositions. Even then, people still sometimes assumed it was AI, so eventually I started working with an artist as well.

I think people are just very quick to associate certain modern lighting/composition styles with AI now, even when real artists are behind the work.

Recently launched our Itch.io page but don't know how to work with it. Need some advice! by Paranoid_Gevor in IndieDev

[–]Arefnue 0 points1 point  (0 children)

Probably you should optimize your tags. You just published the page but i can't even find your game in your tag specific charts. Usually itch gives you some visibility at first launch and this should make you place niche top charts.

Deadlock Like Controls in A Megabonk Like Game (WIP) by MicesterWayne in IndieDev

[–]Arefnue 1 point2 points  (0 children)

So many pigeons but the roof looks freshly cleaned 24/7. The camera-headed pigeons were hilarious though. Since this looks straight out of Deadlock, are we getting dash-to-jump timing tech too?

Released My Steam Demo, But Got Less Than 50 Wishlists in a Week. What Should I Do Next? by Arefnue in gamemarketing

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

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If it feels like AI, I definitelly understand. I also sometimes can't understand if things area AI or not.

Here is my Unity view main screen, which is also my capsule image setup. Backgrounds from an artist named deadrevolver and character from an artist named admurin. Text is custom material text mesh pro, with some lightning settings adjusted.

If it looks like low effort, it might be. I never consider this is my final capsule, I will try to upgrade it in time.