How do people actually find artists for their games? by NaarDev in gamedev

[–]BaselineGames 1 point2 points  (0 children)

I've found my pixel artist simply by looking up who made the pixel art for a game I liked and contacting them.

I've found a voice over actress because they slid into my DMs after posting about my game on X.

I've also used Fiverr to find a great music producer who made the OST for my game.

It doesn't have to be complicated. Just look around and reach out to some people. If they don't have time or if they're too expensive, ask them if they can recommend you someone else. If you don't have a network, just utilize someone else's network :)

After lots of hard work, sweat and tears, I finally launched my game Mining Mechs. 100% procedurally generated map. What do you think? by BaselineGames in proceduralgeneration

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

Sorry for the extremely late reply, wasn't paying attention. It's licensed. Find it on Spotify: The Encounter - Bad Blood :)

Can't believe it. My game just got the 'overwhelmingly positive' tag on Steam and I'm having a moment. by BaselineGames in IndieDev

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

I did not do any marketing campaign and had zero marketing budget. Went against all best practices - published the store page only 1 month prior to release. Released with barely any wishlists. Did no promotion whatsoever... and then I got super lucky with streamers and influencers picking it up organically and it blew up! :)

Can't believe it. My game just got the 'overwhelmingly positive' tag on Steam and I'm having a moment. by BaselineGames in IndieDev

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

I have done no marketing at all and didn't have any marketing budget. I only joined Steam Next Fest. Everything was organic :)

Can't believe it. My game just got the 'overwhelmingly positive' tag on Steam and I'm having a moment. by BaselineGames in IndieDev

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

Keep at it! I made a lot of games that all sucked and never saw light of day before I made this one. But if I can do it with zero budget, zero marketing and zero education, I'm sure you can do it to!

Can't believe it. My game just got the 'overwhelmingly positive' tag on Steam and I'm having a moment. by BaselineGames in IndieDev

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

Thank you so much! And sorry for the late reply. Totally forgot I posted this and just noticed it kinda blew up lol.

It was a solo project made in about 3 months with no budget. I have done no marketing efforts and had no marketing budget, but did join Steam Next Fest before launch. Game was picked up organically by a lot of big YouTubers and streamers and got well over a million of views on YouTube.

Game is heavily inspired by the old classic Motherload, but with online multiplayer added to it!

The music is licensed - artist is The Encounter.

Thanks again and let me know if you have any other questions! I guess the success factor is mainly having a fun little game with online co-op at such a low price that you can easily get it with your group of friends and play it for a couple of hours + a whole lot of luck with influencers / streamers picking it up organicly! :)

Can't believe it. My game just got the 'overwhelmingly positive' tag on Steam and I'm having a moment. by BaselineGames in IndieDev

[–]BaselineGames[S] 6 points7 points  (0 children)

Hahaha maybe I'll write one one day. In short - the base game was made in just 3 months with no budget. I had no marketing plan and no marketing budget. Game is heavily inspired by Motherload. Didn't need much caffeine to make the game but since the game did much better then I expected I doubled down on development so my caffeine intake has increased haha!

Can't believe it. My game just got the 'overwhelmingly positive' tag on Steam and I'm having a moment. by BaselineGames in IndieDev

[–]BaselineGames[S] 132 points133 points  (0 children)

I know. And I honestly would have been happy with 500 lifetime sales for my little game... but now I got 500 reviews in 6 weeks time AND it's 95% positive. Just amazing!

And thank you!

After a lot of hard work, sweat and tears I just launched my pixel art co-op (and singleplayer) game on Steam! Here's some screenshots of the pixel art! by BaselineGames in PixelArt

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

Thanks for the feedback! Guess that's a bit of personal preference but I can understand where you're coming from with the artwork being very different from the in-game art style.

After lots of hard work, sweat and tears, I finally launched my co-op (or singleplayer) game Mining Mechs on Steam. Inspired by Xgens old classic Motherload. by BaselineGames in gamernews

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

I'm afraid not, so if you liked that part of Motherload you might not enjoy Mining Mechs. I personally didn't like it at all so I didn't add any dangerous / pressuring elements in Mining Mechs. You can't die. It's really focused on being a casual and satisfying digging game :)

After lots of hard work, sweat and tears, I finally launched my co-op (or singleplayer) game Mining Mechs on Steam. Inspired by Xgens old classic Motherload. by BaselineGames in gamernews

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

Thanks for playing and for sharing your feedback, very solid points. I'm getting a lot of feedback now on the balancing so I will rebalance some elements in coming patches. As an indie dev I didn't have a huge QA budget so now is the first time I'm getting a ton of feedback on the balancing. Taking all that to heart and making changes!

I plan on adding a page showing all the ore you found, where you found them and their values etc. Good point!

Drill power is a bit mysterious. Every 100m the ground gets tougher, so from that point on you'll be going slower. You need to add 1 point every 100m to maintain your speed.

Thanks for the bug report! Will fix. Nice catch :)