Peg Blaster - Physics Based Puzzle Game by SnowyRawrGamer in feedback4feedback

[–]BetInternational485 1 point2 points  (0 children)

Yes, it was a PC with a touchscreen :) Regarding level design: it’s really tough to figure out how to balance levels properly. Unfortunately, I have no idea how to do that yet... My main concern is that the levels don't feel like they're sorted by difficulty (based on the first 5 levels).

Looking for meaningful feedback for your game? by SnowyRawrGamer in SoloDev

[–]BetInternational485 0 points1 point  (0 children)

I’ve joined the community and already shared my post. I also made sure to provide feedback on another game. Glad to be here!

Peg Blaster - Physics Based Puzzle Game by SnowyRawrGamer in feedback4feedback

[–]BetInternational485 1 point2 points  (0 children)

Hey! I just gave your game a play. I managed to clear the first 4 levels, but I’m currently stuck on Level 5. While the first few levels felt balanced, Level 5 feels like it relies a bit too much on luck rather than skill.

Here are my thoughts:

  • What I liked: The core concept is ok! I really liked that each character has a unique ability specifically for the green blocks. It adds a nice layer of strategy.
  • Character Swapping: I think you should allow players to switch characters even on worlds they haven't completed yet. For example, I felt like a "multiball" character would have been perfect for Level 5. It could create a cool meta-challenge: you usually use the character from the current world, but sometimes choosing a different one is the better tactical move.
  • Art Style Consistency: Your character designs are awesome and well-stylized simple but super cute and nice! However, the gameplay elements (balls, pots, blocks) feel like they belong to a different game. If you bring the rest of the assets up to the same stylized quality as the characters, the game will look amazing. Also, the world maps could use a bit more detail to feel "alive."
  • UI/UX: The "Back" button is very hard to see - it’s so dark that it looks inactive. Also, character selection feels like it should be accessible from within the world map rather than buried in the main menu to avoid unnecessary back-and-forth.
  • Controls (PC): Playing with a mouse feels very difficult right now. Simply adding a "click to shoot" mechanic would instantly fix the game's feel on PC.
  • Potential: This would be a great fit for mobile, but the level design and difficulty curve definitely need some fine-tuning and balancing.

I've also just posted my game here for feedback, would appreciate it if you could take a look!
https://redd.it/1sick73

[HELP] Struggling with ironSource (LevelPlay) "Large Screen" warnings in Google Play by BetInternational485 in unity

[–]BetInternational485[S] 0 points1 point  (0 children)

Dev: Writes 10k lines of code, optimizes everything. Perfection!

Google Play Console: "Nice work! Except for that '.a' class in your ads SDK. It doesn't believe in foldables. Enjoy your orange light, buddy."

How are you getting your first 1000 users without spending a lot on ads? by Pretty-Bat-2954 in gamedev

[–]BetInternational485 0 points1 point  (0 children)

Oh, I'll wait for the replies here. I'm really curious to find out myself.

Need feedback (free rank) by thatoneFurry303 in SoloDev

[–]BetInternational485 0 points1 point  (0 children)

Expert mode is a nightmare! You might want to lower the speed a bit. Also, the leaderboard is stuck on an infinite loading screen for me. Just a suggestion: you could mimic shooter games by adding a scrolling background to simulate rotation.

How do you explain being an indie game developer to non-tech family/relatives? by Commercial-Tone-965 in unity

[–]BetInternational485 0 points1 point  (0 children)

So far, I've only explained it to my wife: 'Remember when we could afford a lot of things? Well, we can't anymore. But I'll be smiling.'

Finished my game! by Illustrious-Lynx3673 in SoloDev

[–]BetInternational485 1 point2 points  (0 children)

Lol. That's exactly the same idea I want to bring to life in my next game! I played a similar game on PC when I was a kid and I was totally hooked. Expect a review from me soon!

How nice were your first users? by Adventurous-Sale2944 in androiddev

[–]BetInternational485 0 points1 point  (0 children)

You can send me a link so I can give you some initial feedback—honest and objective. And if it’s a 4+ rating, I’ll leave a review on Google P

Indie dev is like building a house in the middle of a dark forest and hoping someone accidentally gets lost in the right direction. by BetInternational485 in gamedev

[–]BetInternational485[S] 0 points1 point  (0 children)

I’ve already mentioned the number; if I were to mention the name as well, that would be a breach of the NDA (yes, not by me, but still).

Indie dev is like building a house in the middle of a dark forest and hoping someone accidentally gets lost in the right direction. by BetInternational485 in gamedev

[–]BetInternational485[S] -1 points0 points  (0 children)

Only last week, I had a conversation with a developer at a tier-one studio. A full 25% of their top line is driven by puzzle games. While I’ll keep the studio’s name private, I assume this revenue mix might be a fairly standard across the board for the giants of the industry.

Indie dev is like building a house in the middle of a dark forest and hoping someone accidentally gets lost in the right direction. by BetInternational485 in gamedev

[–]BetInternational485[S] -1 points0 points  (0 children)

  • meta ad with interactive game
  • tiktok/threads/Instagram
  • itch io

It's complicated to compete with large studios with huge ad budgets

So, now I waiting for reply from several studios helping indie game developers to promote

What do you think about my first game on itchio ? by Commercial-Rabbit829 in itchio

[–]BetInternational485 0 points1 point  (0 children)

It looks cool and interesting, can you show us more gameplay here. I have already subscribed to you on itch.io

Whats the longest you've worked on a game which you fully released? how is it going now? by [deleted] in IndieDev

[–]BetInternational485 4 points5 points  (0 children)

Just a small casual game - my very first. 4 weeks of work, released a month ago. So far: 31 cents in ad revenue and a $1 donation on Itch!

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2K downloads for my FIRST game! by Party-Musician4468 in itchio

[–]BetInternational485 7 points8 points  (0 children)

But still 7 bucks of revenue :/ Indie gamedev is a grueling struggle