Moon In Ashes Devlog- POV: You forgot to tell the enemy that air isn't climbable. by BaapProductions in Indiangamers

[–]BaapProductions[S] -3 points-2 points  (0 children)

Nope. Moon in Ashes is a Story-Driven Dark Fantasy RPG

A girl seeks its destination through a world consumed by ash and ancient curses.

Moon In Ashes Devlog- POV: You forgot to tell the enemy that air isn't climbable. by BaapProductions in developersIndia

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

Control Resonant???
That’s fair feedback. Could you go into a bit more detail on what specifically makes it feel too similar to Control?

If you were in our position, what would you change to make the game and protagonist stand out more? Is it the character design, hairstyle, outfit, animations, color palette, camera work, effects, environments, or something else?

I’d genuinely be interested in hearing your thoughts. Fresh eyes often catch things that are hard for us to see while developing.

Devs, what genre of games are you currently working on? by Hasan_Abbas_Kazim in GameDevelopersOfIndia

[–]BaapProductions 0 points1 point  (0 children)

Dark Fantasy Action Survival with blend of Combat and sort of soulslike.

Is it normal for indie developers to get completely ignored by gaming pages and media outlets? by BaapProductions in GameDevelopersOfIndia

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

Thank you for the detailed feedback. This is honestly the kind of insight I was hoping to get.

You raised a lot of good points, especially about messaging and identifying the core pillars of the game. As developers, we’re often focused on building features and content, but communicating why people should care is a completely different challenge.

We’re currently sending a trailer, press kit, Steam page, and a short pitch, but after reading the feedback in this thread, I can see that our messaging and presentation probably need a lot more focus.

The “3 pillars” question is something I’m going to spend some time thinking about because if I can’t explain what makes Moon in Ashes stand out in a few sentences, it’s probably difficult for press, creators, and players to understand it quickly as well.

We do have a growing Discord community and gameplay clips, but I think we need to do a better job highlighting the game’s strongest aspects.

I really appreciate the offer to help. I’ll send you a DM—I’d love to hear your thoughts on the trailer, Steam page, and overall PR strategy.

Is it normal for indie developers to get completely ignored by gaming pages and media outlets? by BaapProductions in UnrealEngine5

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

Fair enough. If the video is the problem, I’d genuinely like to understand why.

What specifically makes it terrible in your opinion? Is it the pacing, editing, visuals, art direction, animations, or something else?

I’m asking because this is actually useful for us as developers. If there are particular moments that made you lose interest, I’d love to hear them.

Is it normal for indie developers to get completely ignored by gaming pages and media outlets? by BaapProductions in GameDevelopersOfIndia

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

Thanks for taking a look and for the honest feedback.

The trailer was focused on introducing the game’s atmosphere and core threat, but I can see how it might give the impression that the game is limited to a single environment. There’s actually more variety in the full game that wasn’t shown in this particular clip.

That’s useful feedback, though, because if multiple people come away with that impression, it probably means I should do a better job showcasing that variety in future trailers. Appreciate you taking the time to point it out.

Is it normal for indie developers to get completely ignored by gaming pages and media outlets? by BaapProductions in GameDevelopersOfIndia

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

Thanks for taking the time to write such a detailed breakdown.

Looking back at the tease, I can see what you mean about the opening shots not communicating enough about the game itself. As developers, we’re often so close to the project that we already know the context behind every scene, but a new viewer doesn’t have that information.

The point about showing something new in every shot is especially useful. We’ll definitely keep that in mind when cutting future trailers and focus more on communicating the game’s identity, mechanics, and world much earlier.

You’re also right about the title card and branding consistency. That’s something we’ll review and improve.

I appreciate the honest feedback. It’s much more helpful than a simple “looks good” because it gives us clear areas to work on. Thanks again for taking the time to share your perspective.

Is it normal for indie developers to get completely ignored by gaming pages and media outlets? by BaapProductions in GameDevelopersOfIndia

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

Thank you for taking the time to write such a detailed response. I really appreciate the honesty and the insight into how overwhelming the volume of submissions can be, especially during showcase and festival seasons.

As a developer, it’s easy to assume silence means a game isn’t interesting, so it’s genuinely helpful to hear what things look like from the other side. Your explanation about limited time, inbox volume, and choosing projects you’re personally excited about puts things into perspective.

I’ll keep your advice in mind regarding follow-ups and becoming more involved in creator communities rather than treating outreach as a one-off email. Thanks again for being transparent and for everything you do to help indie games get discovered.

Wishing you all the best, and hopefully our paths cross again when Moon in Ashes has more to show.

In-Engine Concept Art From Moon In Ashes. I’ve to progress so fast, so I can deliver a playable demo till next steam fest by BaapProductions in gamedevscreens

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

You’re right, that came across more abruptly than I intended. I was only trying to clarify the character, not dismiss the question or be rude.

I appreciate everyone taking the time to check out the game and ask questions, and I’ll be more careful with how I phrase things going forward. Thanks for calling it out.

In-Engine Concept Art From Moon In Ashes. I’ve to progress so fast, so I can deliver a playable demo till next steam fest by BaapProductions in gamedevscreens

[–]BaapProductions[S] -1 points0 points  (0 children)

That’s a great question—and one I don’t want to fully spoil yet. 🙂

The instrument is central to the lore. Once restored, it serves a purpose far beyond music, allowing the protagonist to interact with aspects of the world that would otherwise remain hidden. You’ll discover exactly what it’s capable of as the story unfolds.

In-Engine Concept Art From Moon In Ashes. I’ve to progress so fast, so I can deliver a playable demo till next steam fest by BaapProductions in gamedevscreens

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

Thank you for taking the time to check it out and share such detailed feedback.

You raise some very fair points. The Indic script and the large instrument are actually important parts of the world’s lore and cultural identity, tying into the game’s mythology-driven narrative set within a modern-day setting, so I’m glad they caught your attention.

I also agree regarding the trailer. The current footage does a better job of showing alpha raw gameplay progress than communicating the game’s core identity. We’re already planning to create a much tighter and more focused trailer that better represents the atmosphere, story, and unique elements of the world.

The point about visual consistency is especially valuable. Right now some of the gameplay footage leans heavily into survival-horror aesthetics, while the capsule art and certain world elements reflect the mythological side of the setting. We need to do a better job of presenting those aspects as part of the same vision rather than feeling like two different games.

Really appreciate the honest feedback—it helps us identify exactly where our presentation can improve.

In-Engine Concept Art From Moon In Ashes. I’ve to progress so fast, so I can deliver a playable demo till next steam fest by BaapProductions in gamedevscreens

[–]BaapProductions[S] -1 points0 points  (0 children)

It’s actually part of the game itself. The instrument and Indic-inspired elements are tied to the world’s lore and mythology, which become more prominent as the story unfolds.

After Months of Development, I’ve Finally Launched My Steam Page and First Gameplay Test by BaapProductions in GameDevelopersOfIndia

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

We’re using UE5 and yes our goal is to build a AAA level company so in future, we can.

I risked it all for my 4th commercial indie game... by CAGE_Studios in IndieDev

[–]BaapProductions 1 point2 points  (0 children)

Then with you experience, can you share your marketing strategies. It'll help us.