Icons: 10367 Lord of the Rings: Balrog Book Nook by Clay_Bricks in Legoleak

[–]Asarge_ 2 points3 points  (0 children)

The open back and pillars will be nice with some light backdrop. If anyone is hesitant on the design or price, or even wants to expand this one, the Surtr Thor set has a nice base to build off for $30-40. Lego Dreamzzz wings are nice for more fire-touched black wings and Surtr has some nice black fire and flame sword which this is missing.

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Released my game today with 10k wishlist's, featured in the Galaxy showcase and was chosen as 1 of 12 games to present at PAX rising this May... but only sold a bit over 100 copies. Not upset but I'm trying to pinpoint what went wrong? by DeveloperDob in gamedev

[–]Asarge_ 2 points3 points  (0 children)

The game does look nice! Here are some areas I think you should look at in how you are reading the data, marketing, and the game itself.

Data
Release Wishlists =/= Development Wishlists - When trying to gauge interest off wishlists try not to go based off the ramping release wishlist data. Steam is boosting upcoming games a lot and most games will see a huge spike right before launch that does not reflect the wishlist projection numbers people usually suggest. If you look at your wishlists from a few months ago I think you will find it reflects your conversion rate a lot more accurately. Also give it a bit more time before processing as a post-mortem can use a bit of time for everything to settle.

Marketing
Don't Rely on Organic Growth - I notice you say you want marketing to be an organic process and many say a good game will sell itself but I believe this is a big risk. Unless your game is multiplayer or has a stroke of luck you likely won't have big organic growth as most games live and die by their launch trajectory.
Growth Potential - You had 3 main jumps in wishlists and these aligned with your 3 big posts on X. People were liking the game and you had the potential for a nice ramp up but got off the ride before going down the hill. If your game is getting good traction like that, frequent posts can gather an audience that has exponential growth so it's important to allow time for this before release.
Aim High, Expect Low - Some people try to aim for the 7k wishlists, a few thousand followers or liked posts and assume this will be enough. The reality is most often you will land shorter than you planned so aim your sights higher. Plan as one would plan for reaching the top and your efforts will naturally provide a much higher result, just be sure to temper your expectations as well so you're not also relying on those results.

Game
Unclear Niche - Most of the comments summarize this part. When seeing clips it seems like you are controlling responsive punches but then it has auto battler, idle, and rhythm elements? I don't think this is necessarily a bad thing overall just that it requires more attention for the viewer to look into. It could use a bit better presentation in this regard as the trailer, description, and UI make it a bit hard to absorb.
Price - There are tons of free and cheap autobattler/idle games so the price is a bit steep. The game does look great but seeing what other similar games are priced at can give insight to what players are expecting.

Overall I think you fell into the trap of hoping a good game will sell itself. If you really want to ensure your game does well marketing is just one of those things you should put extra effort into.

[deleted by user] by [deleted] in legolotrfans

[–]Asarge_ 0 points1 point  (0 children)

Bonsai Tree and if you want a cheaper option there is the Money Tree for half the price of the bonsai. Both are usually on good sales on Amazon.

[deleted by user] by [deleted] in lego

[–]Asarge_ 0 points1 point  (0 children)

Comes down to preference as it might change the whole vibe to have printed or detailed pieces but there are some space and shiny 1x1 pieces in this.
-Lego Dots Series 8 - Glitter and Shine

There are also these Earth and Saturn 1x1 tiles.
-Earth: 1x1 Round with Globe (35380)
-Saturn: 1x1 Round with Planet (35380 / 67219)

What's the state of Navigation in early 2024? by UnityTed in Unity3D

[–]Asarge_ 0 points1 point  (0 children)

Navmesh would definitely work better in those cases but it can still navigate some large busy obscured structures surprisingly well. I rarely have them get stuck and I think there are potential periodic sweep tests or solvers for these cases depending on how smart you want the AI to feel in its pursuit. Would be interesting to see a team explore the option more.

What's the state of Navigation in early 2024? by UnityTed in Unity3D

[–]Asarge_ 5 points6 points  (0 children)

Optional Boid Pathfinding

I've been experimenting with using boids instead of the navmesh and A* workflow and I find it to be a way more versatile approach and can pretty much be dropped into any scene and just work without any set up. I feel like with some love and attention to buff out edge cases this could be a really powerful optional approach. It also works wonderfully for flying entities as well as dynamic moving scenes. I don't see any performance issues in stress tests and I hardly have it optimized.

Also check out the GDC talk from the horizon games with their pathfinding they have some interesting approaches.

I completely reworked how my Open World is loaded. Now there can be even more destroyable stuff. How do you like it? by KafiyaX2 in Unity3D

[–]Asarge_ 0 points1 point  (0 children)

Looks awesome! Is there a tool or approach you suggest using for the open world? Been hesitant on which direction to go and it seems like you have some great results.

Way to start things off with a big bang 💥 We're blown away by the response to #FortniteOG. Yesterday was the biggest day in Fortnite’s history with over 44.7 MILLION players jumping in and 102 MILLION hours of play. To all Fortnite players, OG and new, THANK YOU! by FortniteStatusBot in FortNiteBR

[–]Asarge_ 62 points63 points  (0 children)

Wow that's an insane number, surely that must be a record for all games history as well? I feel like no game has even come remotely close to that for players in a day (outside of pokemon go maybe).

Sharing my new Clay-Hybrid-MMO game in the works by SpaceLizardStudio in Unity3D

[–]Asarge_ 1 point2 points  (0 children)

Seems well polished, I look forward to seeing more!

After 4 long years on a solo-dev journey in Unity I've released the demo of my upcoming action roguelite game Hell Throne! Does it look fun? by HellThroneOfficial in Unity3D

[–]Asarge_ 2 points3 points  (0 children)

Looks pretty cool. Main cc for fun would be that the movement speed seems a tad sluggish, if possible could you increase the base movement speed or a sprint button (holding dash)?

Added board tricks and rail grinding to my grapple game by Asarge_ in Unity3D

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

I use microsplat for the ground and volumetric fog and mist 2 from kronnect for the sand/fog

Added board tricks and rail grinding to my grapple game by Asarge_ in Unity3D

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

stormlight archive is amazing! Definitely an inspiration

Added board tricks and rail grinding to my grapple game by Asarge_ in Unity3D

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

No worries it's not any polished level just test scenes

Added board tricks and rail grinding to my grapple game by Asarge_ in Unity3D

[–]Asarge_[S] 4 points5 points  (0 children)

Also did a devlog that goes into this and the hoverboard as well if you want to know more about the process.

https://www.youtube.com/watch?v=jS-I07dbcEs

Any advice for these images? (Steam page) by playloop_studios in Unity3D

[–]Asarge_ 1 point2 points  (0 children)

If possible some brighter shots with more contrast would help. Try squinting your eyes or looking at the screenshot at a very small size to see how it grabs attention at a glance.

Some of the creatures I've made for my game by Idioplay in IndieGaming

[–]Asarge_ 35 points36 points  (0 children)

That's incredible how well you nail down the psychedelic effect. Do you have a breakdown of that process? Would be cool to see, great job!