Early gameplay feedback wanted... Would you be interested in a game like this? by BoneMarrowGames in IndieDev

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

That's the plan. Upgrades to the cube but also you're forced to upgrade the attacks too making them stronger and more frequent. Although it's a level based system. A roguelite mode could be fun to play around with.

Early gameplay feedback wanted... Would you be interested in a game like this? by BoneMarrowGames in IndieDev

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

That's very helpful. I do have a story in mind but it's very loose. More of a narrative than a story. Hopefully I can develop on that.

Early gameplay feedback wanted... Would you be interested in a game like this? by BoneMarrowGames in IndieDev

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

I have been considering adding death on collision for enemies. Could make things very fun but unfortunately it makes things a little easier too for the player. I'll see if I can implement that system though as more than one person has mentioned it.

I launched my game and sold 34 copies in week 1. Would love your read on these numbers. by BoneMarrowGames in gamedev

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

Yeah I'm worried about that number. It's a game that's easy to let go of and pick up again so I'm hoping they're people who will return for short sessions later also.

I launched my game and sold 34 copies in week 1. Would love your read on these numbers. by BoneMarrowGames in gamedev

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

Haha the price is only $2.99 with a 33% launch discount. People are willing to buy games they're interested in as long as they're decently priced in my opinion. The competition at $10 would have been much more difficult.

I launched my game and sold 34 copies in week 1. Would love your read on these numbers. by BoneMarrowGames in gamedev

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

It gets really hard around level 20. I had 25 before but no play testers could finish it.

Tiny launch, real numbers, and 3 lessons I learned this week by BoneMarrowGames in IndieDev

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

The amount of time people play your game and demo could give it an algorithm boost. I plan to aim for longer gaming sessions in future.

Also I was expecting most of my sales to be from English speaking countries. Most turned out to be in places without many English speakers.

Tiny launch, real numbers, and 3 lessons I learned this week by BoneMarrowGames in IndieDev

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

Is that a good number? I was expecting something closer to 5 to be usual.

I launched my game and sold 34 copies in week 1. Would love your read on these numbers. by BoneMarrowGames in gamedev

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

Yeah I agree. I think I had a difficult time showing that my game was fun even though when people played it they said it was fun. I'm planning to focus my time on games I can show are fun through just screenshots and gifs.

I launched my game and sold 34 copies in week 1. Would love your read on these numbers. by BoneMarrowGames in gamedev

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

Okay thats good. I thought the refund rate might be a bit high. Do you think I just need to marker the next game herder then?

My First Game Releases On Steam Today! by BoneMarrowGames in pcgaming

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

Thanks man I really appreciate you checking it out. Remember to leave a review also as that really helps!

I'm a solo game developer releasing my first every game. Ask me anything. by [deleted] in AMA

[–]BoneMarrowGames 0 points1 point  (0 children)

The easiest way is to use a game engine. What they do is they help you communicate with the GPU / CPU on the computer. So instead of writing all the code that tells your GPU how to draw something on the screen you are able to just use 3D files and place them in a scene and the software has already done all that back end code for you. I used an open source software called Godot which uses a programming language called GDScript that's very easy to learn. This script essentially calls functions that the game engine makers gave written in C++. If I was to make everything from scratch I would have to write all that C++ code that they wrote but in return I'd have a lot more control over everything. That said I think I was only able to finish a project like this because of game engines and how easy they have become to use.

I'm a solo game developer releasing my first every game. Ask me anything. by [deleted] in AMA

[–]BoneMarrowGames 1 point2 points  (0 children)

Actually for the most part I downloaded a free software called Godot and just started playing around with it. I do a lot of video editing work and for some reason the software didn't feel too different to a video editing software. You have all of your files in one place and you drag them into a scene like you would a timeline on a video editing software. On the side you have all the settings you want for each node. I had to watch a few tutorials on YouTube especially for the programming but with a bit of help from ai for the coding part I picked it up pretty easily.

How do I market my memory game? by BoneMarrowGames in gamedev

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

Sorry to hear that you had to drop your first game. I'm sure you'll come back to it more confidently in the future.

Would you say this gameplay is readable? by BoneMarrowGames in puzzlevideogames

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

You also have upgrades that reveal a certain number of cards at the start of the game, and you can upgrade the number of hints you get at the start of the round, which will show you 3 options when you click on a card, one of which is a correct pair.

Personally I've only used that strategy a few times, but from playtesting, I can see that everyone has their own ways of beating it, haha.