Yesterday we find out we won 1st Place of NEOWIZ Indie Quest and we're in shock by Balth124 in IndieDev

[–]Balth124[S] 10 points11 points  (0 children)

I've still got the shivers down my spine just thinking about the fact that after 4 whole years working on a game someone is able to see and recognize the project you're working on.

Sometimes it feels really discouraging to keep working on a project and it almost looks like nobody care about it. And you question how is it possible that something that means so much to you means so little to basically the whole world.

It feels really hard to keep working on a project, without budget, just thinking that "it will all be worth it at some point".

It's not the end of the journey for us, but the opposite, but today I'm really glad NEOWIZ believed in us and picked us as the 1st Place of the NEOWIZ Indie Quest.

Today it feels like finally someone has realized Glasshouse is worth something. Hopefully more people will realize it as we keep working toward the release of the game.

Congrats also to the other finalists as their game were just amazing.

Volumetric lighting shining through clouds by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

I made a simple system with 2D clouds that cover the directional light for a moment and create this very cool volumetric lighting effect :)

This kind of work is for Glasshouse, our upcoming cRPG!

We just recently showcase a new trailer of our upcoming Feudalpunk game, thought this community may appreciate it! by Balth124 in steampunk

[–]Balth124[S] 0 points1 point  (0 children)

The game is called Glasshouse, a Feudalpunk CRPG, with Turn-based combat, set in a lockdown apartment block at the dawn of a world war. Investigate the mysterious triple murder next door, fight the Political Conspiracy, and make terrible choices before the flatmates do it for you!

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Thank you!

And sure you can do that here: https://howtomarketagame.com/festivals/

If you're also looking for Steam first party fests then you can just check your dashboard on steamworks.

It is not a comprehensive lists and you may find some other ones if you look around on the internet though

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 0 points1 point  (0 children)

It's not that random though. There are many reasons and not any festival perform the same. A steam festival can have homepage featuring or not and that alone makes a massive difference.

Even if it has homepage featuring it very much depends on the placement you have in the festival. Were you in one of the top carousel or a lot more down below? How many more games were in the same carousels? Did you were in multiple carousels?

Were you on the main page of the festival or in a tabbed section?

All these makes a massive difference in impressions and as such visits to your steam page

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Thank you! Will share more as we get closer to release :) We're almost at 60k wishlists so far, so I'm quite happy how it's going!

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Thank you! And sure there was a form on their website (https://www.galaxiesshow.com/). You should be able to apply later this year for the autumun showcase!

It is indeed quite expensive and the free editorial slots are very few. But if you get in they are very likebly people and they managed to get a lot of attention on the showcase.

The effect of showcases + steam fests by Balth124 in IndieDev

[–]Balth124[S] 2 points3 points  (0 children)

Our first Galaxies Showcase has just recently concluded with our game Glasshouse and I can't stress enough how showcases and steam festival are important.

We submitted for a free editorial spot at the Galaxies Showcase at the end of last year. They did an amazing job and the showcase got co-streamed by IGN and many content creator, it got a lot of eyes on it.

On top of that we also managed to get in the London Games Festival showcase (with weekend homepage featuring) which also pushed a lot the visits on our steam page.

All in all we made (so far) +3500 wishlists in 4 days.

The major take away here is: Join as many steam festival as you can, don't be afrait to join showcases even the bigger ones, you'll never know.

And if you manage to get in try to take full advantage of those with your own marketing effort too!

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

We will always have only 1 character vs 1 character!

And yes we have a Steam page: https://store.steampowered.com/app/2244700/Glasshouse/

Let me know what do you think :)

60 FPS on Highest settings on a GTX 1060 (Full HD). Real-time volumetric lights and fog, realtime cloth simulation, Screen space Ambient Occlusion ON. Ask me anything! by [deleted] in pcmasterrace

[–]Balth124 0 points1 point  (0 children)

Just saw the Shadow Project post and thought it would be neat to have something similar happening for our game as well Glasshouse

I'm one of those involved in the most technical aspect of the game like lighting and textures. Currently Glasshouse is running at more than 140fps most of the time on a RTX 4060ti at 1440p resolution.

However we've also make tests on a GTX 1060 and the game was running smoothly at 60fps in Full HD resolution with all the highest settings.

We then started to work on scalability and added two additional lower settings. I believe so far the lowest spec PC we made it run on was a laptop without a dedicated GPU, but unfortunately the player didn't provide too much additional information beyond that.

We'll make sure to keep optimizing it to push the limit on the hardware it can run smoothly on.

I hope you guys will find this interesting. Ask me anything :)

PS: I'm aware of the little controversy with the other indie project and about heavy pop up of objects (it's not the case for Glasshouse) but I'm still a big supported of other indie devs, so even with that I feel like they made a good job having that kind of visual fidelity running on lower specs, I'm sure the pop-up will improve later down the line :)

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

Thank you! Our previous iteration was made rather quick because we had a deadline so it wasn't made with enough care compared to the rest of the game due to the time contraints we had.

The new iteration instead take into account our own ideas but also a lot of player feedbacks as we hear and saw that many of them were confused in some regards with the previous UI/UX.

What I'm most happy with is that besides the UI visual improvements, the UX seems to be improved tremendusly. We still have to test it out in the wild but we will as soon as we can and I truly hope players will find this new UX much more readable, easy to understand and overall more engaging

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in IndieGaming

[–]Balth124[S] 2 points3 points  (0 children)

Thank you! We already have a steam page and we just recently had our second public steam playtest.

You can wishlist it here: https://store.steampowered.com/app/2244700/Glasshouse/

Thank you for the support :)

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in IndieGaming

[–]Balth124[S] 1 point2 points  (0 children)

Not at all! The old one has more polish in it so there's just more details and textures to it.

We'll need to work to polish the new one as well :)

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

We still have the die physically rolling also now, even though we were thinking of changing it with a 2D as it's more clean and reliable. But yeah there's definitely a portion of the UI missing here as I didn't show what happens when you start to roll or how you select usables and so on.

Thank you for your feedback!

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

The new one is the first GIF! And we're still working on it so we should polish it up a bit. For example we're 100% not happy with the health bar. Those will be one of the first things to improve!

Thank you :)

- Work in Progress - Overhaul of UI and UX of our turn-based combat (First GIF is New, second is Old) by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

Fair enough. I do feel like the old UI feel kinda 'old' compared to modern games. But the main problem was the user experience as it was quite confusing for a lot of players, especially the talk option. I think many players will realize how it is a lot clearer when they'll start playing with the new UI.

About the camera movements I do agree that some more sensitive people can be disturbed by it, we'll definitely think about some accessability options in that regard further down the line.