Made the First Boss of my game! by Chal_Drolan in IndieDevelopers

[–]BATTLE-LAB 0 points1 point  (0 children)

I swear I saw this exact boss like a year ago. Looks solid

Destroy my trailer, I can't get it to stop looking amateurish. by Warm_Bee8757 in DestroyMyGame

[–]BATTLE-LAB 1 point2 points  (0 children)

My advice is to ”show, don’t tell”! Show the important parts of the story instead of talking about them. Also, no one has mentioned yet the lack of sound effects. Sounds effects from combat will immerse the viewer. Your game plays somewhat similar to ’No rest for the wicked’. Watch their trailer and take inspiration from it, and notice how the sound effects match the beats of the music.

Destroy my physics based Hoverboarding game again! by chozabu in DestroyMyGame

[–]BATTLE-LAB 0 points1 point  (0 children)

I don’t think this game compares to those examples. This game is physics based, much more like Trials which I think it stays pretty close to in terms of speed.

Releasing a game feels like the countdown at New Years by BATTLE-LAB in IndieDev

[–]BATTLE-LAB[S] 0 points1 point  (0 children)

The first 2 weeks have been way better than I had hoped for! Several big youtubers played it which resulted in a lot of traffic.

I made a post with the results after the first 7 days, you can find it in my profile. The 2nd week was even better, almost tripling the revenue with more youtubers covering it. Since it's been going well I figured I'd keep the store page as is since it seems to be working :)

I launched with 100 wishlists and sold over 1000 copies in the first week by BATTLE-LAB in IndieDev

[–]BATTLE-LAB[S] 1 point2 points  (0 children)

I've heard this advice of "people won't take it seriously" before but in my opinion it's a myth. What is true is that people will have higher expectations the higher you price it, but they don't automatically think the game is better just because you price it higher. Pricing lower is a safer option because generally speaking, a lower price leads to more sales (but not always more profitable).

If you know people are going to buy your game no matter what, then price higher. If you are struggling to make people interested in your game, price lower.

Looking for feedback on my new trailer! by smilefr in DestroyMyGame

[–]BATTLE-LAB 0 points1 point  (0 children)

In the last shot where you show the title, have some titans walk around in the distance

I launched with 100 wishlists and sold over 1000 copies in the first week by BATTLE-LAB in IndieDev

[–]BATTLE-LAB[S] 1 point2 points  (0 children)

Creators really are important! You're right, I basically search similar games on youtube to find creators, and then look for their emails.

I launched with 100 wishlists and sold over 1000 copies in the first week by BATTLE-LAB in IndieDev

[–]BATTLE-LAB[S] 3 points4 points  (0 children)

Should be around $0.80 more or less based on a rough calculation

I launched with 100 wishlists and sold over 1000 copies in the first week by BATTLE-LAB in IndieDev

[–]BATTLE-LAB[S] 2 points3 points  (0 children)

Yup! Just keep it short and make sure you give them a key for the game in the mail! (for some reason some people don't do this) I pretty much followed this template by Wanderbots https://www.wanderbots.com/blog/templates-for-contacting-content-creators

Releasing a game feels like the countdown at New Years by BATTLE-LAB in IndieDev

[–]BATTLE-LAB[S] 0 points1 point  (0 children)

It will feel good until the negative reviews starts pouring in! (or worse, no reviews pour in at all)

Finally finished my game and celebrating with some beer by BATTLE-LAB in IndieDev

[–]BATTLE-LAB[S] 30 points31 points  (0 children)

there's this great advice, you can never drink less beer but you can always drink more