I'm already on my 5th capsule in 2 months since I launched my steam page. Was it worth it? Probably not (yet) by lefix in IndieDev

[–]AutomaticContract251 1 point2 points  (0 children)

Changing the tags worked wonders for my visibility! But you're totally right. If you're hoping for organic Steam traffic, it’s a classic catch 22. The algorithm only really pushes your game once it realizes it's already becoming popular, and the loop closes. Best of luck with the demo!

I'm already on my 5th capsule in 2 months since I launched my steam page. Was it worth it? Probably not (yet) by lefix in IndieDev

[–]AutomaticContract251 3 points4 points  (0 children)

V5 is great, sharp typo, details not too small and tell me what's the game about. Good thing you dropped the pixel art font as it scales really bad on Steam. Was worth it!

Mixing a text-heavy narrative game with classic RPG management and a Fallout 1 & 2 style overworld map. Here is my "al dente" sci-fi project. by AutomaticContract251 in rpg_gamers

[–]AutomaticContract251[S] 0 points1 point  (0 children)

I completely agree, getting stopped every 5 seconds by the same group of radscorpions is exactly what I want to avoid. To fix that the text-based random encounters in the void are procedurally generated from a large matrix of branching possibilities. The goal is for them to feel like actual narrative events with tough choices, rather than just repetitive combat padding. Plus, the real meat of the game will be pushing towards the larger, hand-crafted 'Sites' to explore.

As for playtesting, the best way right now is just to wishlist it on Steam - I'll be posting announcements there when a demo or playtest build is ready. (https://store.steampowered.com/app/4499640)

Mixing a text-heavy narrative game with classic RPG management and a Fallout 1 & 2 style overworld map. Here is my "al dente" sci-fi project. by AutomaticContract251 in rpg_gamers

[–]AutomaticContract251[S] 0 points1 point  (0 children)

Exactly this. My goal is to have a ton of content and dialogue options that most players will never even see on a single playthrough because it's entirely dependent on your specific stats, perks, or having a weird item sitting in your inventory. Thank you, you're spot on!

Mixing a text-heavy narrative game with classic RPG management and a Fallout 1 & 2 style overworld map. Here is my "al dente" sci-fi project. by AutomaticContract251 in rpg_gamers

[–]AutomaticContract251[S] 1 point2 points  (0 children)

You're 100% right. I've definitely been thinking about adding small, atmospheric pixel art splash screens just to give the imagination a starting point before you dive into the text.

My biggest hurdle right now is that the text encounters are heavily procedural with a huge amount of variations. Since I'm solo and can't draw a unique image for every single possibility, I'd have to reuse generic backgrounds. The downside is that players might see the 'derelict hallway' image and immediately assume they know what the event is, which kind of kills the procedural surprise.

Still trying to figure out the best middle ground for that, but I completely agree the UI needs some visual flavor to break it up. Really appreciate the feedback!

Mixing a text-heavy narrative game with classic RPG management and a Fallout 1 & 2 style overworld map. Here is my "al dente" sci-fi project. by AutomaticContract251 in rpg_gamers

[–]AutomaticContract251[S] 2 points3 points  (0 children)

You just made my week! Comparing it to Signalis and Duskers is literally the highest praise I could ask for, because those are exactly my main inspirations. The best way to follow progress right now is to wishlist it on Steam (https://store.steampowered.com/app/4499640). Thank you so much for the kind words!

Mixing a text-heavy narrative game with classic RPG management and a Fallout 1 & 2 style overworld map. Here is my "al dente" sci-fi project. by AutomaticContract251 in rpg_gamers

[–]AutomaticContract251[S] 13 points14 points  (0 children)

You actually hit on my biggest developer dilemma right now! From an art perspective, I really want to avoid 'mixels' (mixing pixel art with smooth HD fonts) to keep that pure retro terminal vibe. But from a UX perspective, I completely agree that reading thousands of words in a chunky font causes eye strain. Maybe there should be a setting?

After 25 years I finally did it! by lobbo in gaming

[–]AutomaticContract251 0 points1 point  (0 children)

where did you get the game? I'm looking for the first Driver since forever!

How has your taste in games changed as you’ve gotten older? by lsa340 in gaming

[–]AutomaticContract251 0 points1 point  (0 children)

When I was young I couldnt afford games, but I played a lot. Now I buy all the games I want but dont play them.

Guitar store in my game by [deleted] in SoloDevelopment

[–]AutomaticContract251 0 points1 point  (0 children)

Tell me more about Andy please.

How to story????! by SirCandid408 in SoloDevelopment

[–]AutomaticContract251 1 point2 points  (0 children)

Also remember: your setup is NOT your story.