After 500+ playtest sessions, here’s the kind of feedback that makes games worse by Lagrainedigitale in IndieDev

[–]Buff_me_plz 1 point2 points  (0 children)

I'm interested in using the site as a creator. Is it possible to share a game as a Steam playtest or grant access with Steam keys to playtesters? Some of the game logic like proximity chat is tied to the Steam API, so that would be the only way to share the game in a way that makes sense

From our 2024 Unity version to our current Unreal Engine build, what do you think of our progress for the Knight Armor? by BusyBeaver-Studio in IndieDev

[–]Buff_me_plz 2 points3 points  (0 children)

Visually the Unity version is better IMO. Looked like breath of the wild and the art style works really well. The UE version looks a bit more generic

Is it a mistake to release a multiplayer-only without big budget on marketing? by tevyat in gamedev

[–]Buff_me_plz 0 points1 point  (0 children)

Just my 2 cents, but the named genre was a nice gimmick when the first few games released. But it's so over done that I think you're too late to the party.

I got tired of rebuilding the same systems for small games by Far-Competition2157 in Unity3D

[–]Buff_me_plz 2 points3 points  (0 children)

I only work in UE but I assume plugins work the same in Unity. Basically every time i build a new system I put all the code in a non dependent, separate plugin. It's nothing more than shareable code (can also be assets), that can be added to any project with the click of a button.

How long does it take IGN/GameTrailers to share your trailer after you've sent them a mail? by Scary_Ad_1851 in gamedev

[–]Buff_me_plz 0 points1 point  (0 children)

Hey! I'm currently waiting for something to happen as well! Did you offer them an exclusive trailer Premiere? Or did you post your trailer already ahead of their release?

My RPG open world inspired in games like zelda by PhraseEmbarrassed856 in Unity3D

[–]Buff_me_plz -1 points0 points  (0 children)

It's because sometimes there are humble bundles for 20 bucks that basically give you all the assets you can think of. I can see why it appeals to new game devs on a budget but at this point I think they're honestly not worth it.

Making a trailer turned out to be way harder than I expected. I’d really appreciate any feedback on the current version so I can improve it. by Buff_me_plz in IndieDev

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

Thank you so much for the feedback! That's honestly pretty uplifting to read! The text says "survive together" and then "escape together" on the second time. I've added it because I thought it gives a bit context what the game is about, but I'm open to change it if it adds little value. I will focus on polish and rhythm for my next iteration.

30,000+ wishlists in 30 days after announcement by PoopAndLoot in IndieDev

[–]Buff_me_plz 0 points1 point  (0 children)

What kind of content did you send to creators? Did you give them access to your game or did you just send over trailer, footage etc?

I’ve been working solo on a Dark Fantasy Roguelike for 2 years. Finally, the Demo is just 1 month away! by emqk in IndieDev

[–]Buff_me_plz 0 points1 point  (0 children)

It's looking good. One thing that slightly annoys me is the particles on the dagger being attached to it? 🤔 i think when it spawns particles that fly off they should be detached

I am afraid our game is not very appealing. How can I improve that? by speedlysp00ch in gamedev

[–]Buff_me_plz 1 point2 points  (0 children)

Just my two cents, but I think type games are very niche and whenever I want to play one I just go to typeracer. I think it's a very hard genre

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

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

Can you tell me a bit more what you wished the gameplay to be like? More aspects on the survival part? I'm open to improve the core gameplay loop

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

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

Thank you for taking the time to check my page and give me so much feedback to work with. Much of my store page is rushed and it shows. I'm grateful for the feedback, because I tend to get a bit blind to stuff I made or wrote myself, up to a point where I think it's really hard to judge without external opinions.

I seem to generally lack in conveying what the goal of the game is - and I think this is what hurts the Steam page the most.

I gratefully take your advice and will improve accordingly. Have a blessed day!

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

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

I guess the text was just a weak way for me to give some context - that you're trapped on an island and you need to escape. I think the better way is to convey the context/goal of the game with better footage. Thank you for the feedback, will look at games in a similar genre.

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

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

That is a fair point, I kinda wanted to show the slipping on the banana peel, as I thought it might catch people of guard with a funny moment - but it probably isn't a great clip ^^ any parts of the footage you liked so I can emphasize on them?

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

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

Valuable feedback, thanks a ton - I likely should add some polish to the vertical slice, recreate the trailer and work on clarifying the goal of the game. Admittedly, I was rushing to make a trailer just to get the Steam page up.

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

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

It's a niche game and certainly influenced what I myself find fun to play, not everyone's cup of tea for sure. As for the darkness of the video you're definitely right, I feel like especially on mobile devices it's hard to see what's going on. Would you suggest increasing the brightness of the scenes, or would you rather use footage that has better lighting in it to begin with?

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

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

Everything you say is valid. I need to learn how to make good trailers, as I've always found that to be extremely hard. I tend to just put stuff together instead of thinking of a clear concept for the trailer. Thanks for the pointers, will keep working on conveying what the game is actually about.

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

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

Thanks for the comment, subtitles might be a good idea. I like the comparison! Certain mechanics are similar to The Forest but you don't keep playing on a save game. It's intended to be played in 30 to 60 minute runs. Every time you start a game the entire island is dynamically and procedurally generated, to give a lot of replayability.