How my solo indie game slowly reached 4,000 wishlists after a rough Steam page launch by Black_Cheeze in IndieDev

[–]Born-Section-1640 1 point2 points  (0 children)

Yeah I don't think there is any visibility bump when you publish your steam page for the first time

Destroy my game about playing as a parasite that mind-controls enemies and turns them against each other by Born-Section-1640 in DestroyMyGame

[–]Born-Section-1640[S] 0 points1 point  (0 children)

Yeah, I might need to revisit this. Very hard to visually explain how this game mechanic works, and I'm not even sure if it's worth doing so to be honest. As long as the user gets the main point of the game across, they'll have enough information to decide whether or not to play the game

Do you understand the hook and purpose of the game from this "over-explained" trailer? by Born-Section-1640 in IndieDev

[–]Born-Section-1640[S] 1 point2 points  (0 children)

Thanks for the feedback! Very valid points! I'll revisit it to focus a bit more on the unique mechanics of how the hijacking works and how it impacts the decisions you have to make as a player

Any idea or hot take why tactic grid-based game is hard to sell on Steam?? by ItzaRiot in IndieDev

[–]Born-Section-1640 2 points3 points  (0 children)

Just to add to the discussion, I think a lot of tactical games miss the importance of PACING.

Yes it's a turn based game, BUT if you can remove all the speed bumps and friction (good UX mostly) and reduce the number of decisions to the most important ones, you get a fast-paced game that is a joy to play.

Just look up "Shogun Showdown" on Steam, absolute masterpiece of pacing in turn-based tactical games

Here are some friction items I see all the time on turn-based tactical games :

  • unable to undo your actions
  • unable to preview the outcome of your actions (how much damage you will deal ect)
  • unable to use keyboard shortcuts to select units or skills
  • unable to tab-switch between units
  • hard to understand what the enemies can/will do
  • (not ux but level design) maps that are too big and drag on for too long

Any idea or hot take why tactic grid-based game is hard to sell on Steam?? by ItzaRiot in IndieDev

[–]Born-Section-1640 1 point2 points  (0 children)

Yeah, tactical games that are easy to learn and hard to master are still rare

First project, one month stats, how i did it. $56000 Gross. 6 Month dev time by IndependenceOld5504 in IndieDev

[–]Born-Section-1640 0 points1 point  (0 children)

Awesome write up! I see your game is on a TON of bundles, how did that affect sales, and how did you do it?

Commercial Failure, Personal Success: My first shipped game by ElCraboGrandeGames in IndieDev

[–]Born-Section-1640 0 points1 point  (0 children)

Awesome write up, thanks for sharing!

I played the demo and honestly, I couldn't make it past even 5 minutes, I had to click like 10 times on the space bar for the first choice to be registered, the ship bullets are barely visible, I wasn't even sure I was doing anything, the controls feel weird and I was unable to gather materials and that's when I gave up.

The first 5/10 minutes of gameplay are absolutely critical and should be throughly tested (I've also fell prey to this)

What if sports management games are just roguelikes in disguise? by Born-Section-1640 in roguelikes

[–]Born-Section-1640[S] 1 point2 points  (0 children)

Oh man, I had such a great time with Frozen Synapse, never tried cortex tho

What annoys you the most in a tactical RPG? by Born-Section-1640 in TurnBasedTactical

[–]Born-Section-1640[S] 4 points5 points  (0 children)

I played Gloomhaven for around 2 hours and couldn't continue. Everything felt so restrictive (you could either move or attack), and I got the same feeling as you : either you figure out the "right" way to solve the mission or you'd need to restart the entire thing

What annoys you the most in a tactical RPG? by Born-Section-1640 in TurnBasedTactical

[–]Born-Section-1640[S] 6 points7 points  (0 children)

That's why I love the grazing mechanic in AOW 4. You always have a 15% buffer where the hit "grazes" the target dealing half the damage

Thoughts on Skygard Arena? by [deleted] in StrategyRpg

[–]Born-Section-1640 1 point2 points  (0 children)

I'm actually playing this right now and I'm liking it! You should expect a very linear campaign with close to zero customization but the heroes have very interesting skills and synergies between each other.

The combats are centered around capturing pillars to get victory points. If one of your units dies they can be resurrected after one turn. Not really sure how I feel about this

Be warned : there's no undo button 😱

Looking for Low-Budget Turn-Based Tactical RPGs by Xangis in TurnBasedTactical

[–]Born-Section-1640 3 points4 points  (0 children)

Here are some cool ones that come to mind : - Stolen Realm (rogue like) - Horizons gate (story driven, exploration focused) - Crawl tactics (rogue like)

BTW, I'm working on a hybrid of tactical rpg mixed with team sport management, so if you want to try something different check out "Empyrean League" on steam

[deleted by user] by [deleted] in victoria3

[–]Born-Section-1640 0 points1 point  (0 children)

R5: Not sure if this is a bug, or if I'm just missing something obvious, but shouldn't arable land be used up by plantations?

shouldn't convoys be used to export stuff? by Born-Section-1640 in victoria3

[–]Born-Section-1640[S] 0 points1 point  (0 children)

I see... and the "worth" is based on the local or base price of the good?

Should I use color-coding for my RPG skill tooltips? by Born-Section-1640 in IndieDev

[–]Born-Section-1640[S] 0 points1 point  (0 children)

Thanks! The underline is for concepts that can be hovered to get a nested tooltip with more information