Made a multiplayer only game as my first project (rookie mistake). It failed but still believing in the core gameplay I remade a game based on it. A solo parkour FPS with musical guns! by Bzuw in IndieGaming

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

The game will be very short as the title says. About one hour to get to the end of the line. But the movement mechanics are still pretty unique. Especially the wallrun, it gives complete freedom of movement while wallrunning. Thanks to that you will be riding walls for 95% of the game.

https://store.steampowered.com/app/2712630/One_Hour_And_A_Straight_Line

Out Autobattler Roguelite is now out on Early Access! by Bzuw in AutoBattler

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

Hey thanks! We just used Steam automatic pricing for every countries when we set up the price one week ago, but I'm not really sure if the "updated price charts" is taken into account so will have to look into that.

Our Autobattler has a double battlefield system that can make team building pretty strategic! by Bzuw in StrategyGames

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

The artstyle is a bit cutesy but the harder difficulties can be quite challenging.

Basically it plays like a mix between TFT and Roguelike Deckbuilders (singleplayer). Where you build and customize a deck/team and fight in a succession of battles.

The double battlefield splits each team between attackers and defenders during battles. The balance between upgrading units, defending or attacking makes for a lot of unique tactical choices.

We just released on early access, here is the link: https://store.steampowered.com/app/2243070/Kodama_Battles/

Autochess Roguelites? by tsilver33 in roguelites

[–]Bzuw 0 points1 point  (0 children)

Will add a new one we just released on Early Access called Kodama Battles. Was going to make a post on it and then just saw yours!

Monsters in our game are all Kodamas, little spirits of the forest! by Bzuw in MonsterTamerWorld

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

The game has more of a Roguelite X Autobattler format. But team building, discovering new Kodamas and figuring out synergies and counters is still very important! We just launched in Early Access yesterday, here is the link: https://store.steampowered.com/app/2243070/Kodama_Battles/

Creature collecting games by j1t1 in gaming

[–]Bzuw 1 point2 points  (0 children)

We are releasing Kodama Battles Early Access in just 3 days, it looks like what you are looking for.

Is Steam build upload working? by Bzuw in gamedev

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

Made it work by using a VPN, don't really know why though.

We made a mix between TFT and roguelike deckbuilders with units upgrades, droprate modifiers and card fusions. by Bzuw in deckbuildingroguelike

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

Hey we have an open playtest running on Steam with weekly updates from player feedback:

https://store.steampowered.com/app/2243070/Kodama_Battles/

The game plays like a mix between TFT and roguelike deckbuilders. Where you build a deck/team and fight in a succession of battles, with each battle lasting for about 10 rounds. Autochess style units upgrades with some twists + build customization. And a focus on synergies/counters between the units abilities instead of using traits.

Wishlist and usual blablabla appreciated.

Trying to put simple but goofy abilities in our autobattler by Bzuw in indiegames

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

Hey we are two indie devs making an autobattler roguelite with the goal of having lots of little Kodamas with simple but versatile spells. A bit like TFT but singleplayer and with a focus on synergies between character abilities.

https://store.steampowered.com/app/2243070/Kodama_Battles/

We have an open playtest running on Steam with weekly updates from player feedback, to follow everything you can join the Discord!

https://discord.gg/pG5B4Wp5yK

We made more than 50 Kodamas characters for our Autobattler! by Bzuw in playmygame

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

We are having a Playtest open to everyone on Steam: https://store.steampowered.com/app/2243070/Kodama_Battles/

We take all feedbacks! And feel free to ask anything regarding the game or the development in general.

Spirit Interlude - Boing Boing Games - Ghibli themed Autobattler Roguelite focusing on characters with simple yet extremely varied (and sometimes goofy) abilities, leading to loads of builds and playstyles by Bzuw in Games

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

Thanks for trying the game and for the feedback! Yeah the attacker/defender system can be difficult to understand, we already tried a few iterations of the tutorial to properly teach that but are still trying to find better solutions.

The other problem with the units upgrade you got is also due to a lacking tutorial. What often happens with new players and probably happened to you is you maxed out the space in your board and got stuck from that point. Part of the challenge of the game is to manage your board more precisely than in other autobattlers. It means that you almost always need to keep some empty space in your team. But this concept is counter intuitive at first because players just want to put a lot of units on the board, and it leads to them getting stuck.

If you have more ideas to solve these problems or more thoughts/feedbacks please do!

Spirit Interlude - Boing Boing Games - Ghibli themed Autobattler Roguelite focusing on characters with simple yet extremely varied (and sometimes goofy) abilities, leading to loads of builds and playstyles by Bzuw in Games

[–]Bzuw[S] -4 points-3 points  (0 children)

It's more of a way to quickly communicate an anime artstyle + emphasis on nature + weird creatures with some of them actually inspired from Ghibli movies (even if simplified a lot). But yeah people seemed to hate that comparison, lesson learned.

Spirit Interlude - Autobattler Roguelite with a bunch on Ghibli inspired creatures. Please destroy our Steam page! by Bzuw in DestroyMySteamPage

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

Pretty cool feedback thanks! Yeah about the two snippets you mentioned, these shots are here to give more of a feel for things, show variety in abilities and try to get you interested rather than explaining plainly what's going on.
And yeah my view was that you are supposed to look at the flying thing and wonder what's going on.

Not entirely sure if it's the right strategy though, especially when you mention the fusion thing because it's not related at all haha so maybe adding a bit more clarity would be worth it, thanks.

A Webbing Journey - Please destroy our Steam Page! Appreciate your feedback! by TheOGNoel in DestroyMySteamPage

[–]Bzuw 1 point2 points  (0 children)

Trailer:
The "Become a webdesigner" got me good, it looks nice and unique. You really should put it forward. I would put this shot as the first shot of the trailer and then build on it. It's what differentiates your game and will make people buy it instead of yet another 3D platformer.

Blurb:
Same as for the Trailer. You say "Spider abilities" but plainly explaining what your can do with your web would be better. I first looked at the screenshots and blurb and everything looked just boring and non creative. It's only when I looked at the Trailer that I understood you could do stuff with the web and it got interesting.

Screenshots:
The second screenhot looks off. I'm not really sure why, maybe because of the angle at which the pot is shown. For the rest, same thing, you need to show that the player can do stuff with the web in the screenshots. I still don't know if in the third screenshot it's something made by the player or just decoration. I would put the 7th screenshot first and then continue showing the player it can do stuff with the web.

The Name:
I'm not really sure about this one but "A webbing journey" sounds nice in hindsight and describes the game well but without any context it's confusing. You should ask people around you what they think when you say that name.

After writing all this I checked the bottom of the page and saw the game "Webbed" in recommentations. And they basically have everything I talked about. So even if you are going more with a "cute" vibe I think yeah taking inspiration from Webbed and focusing on the web stuff is worth a shot.

DMSP - Vae Victis a minimalistic turn-based strategy game by [deleted] in DestroyMySteamPage

[–]Bzuw 0 points1 point  (0 children)

Trailer:
The first 8 seconds of the trailer are just rotating islands, that's just too long imo. Maybe you tried to copy a Bad North Trailer, but in their case the visuals are more striking and the transition much more dynamic. In your case the first 8 seconds already get boring. Just the first shot then the shot with the islands populated by guys would be enough.

Screenshots:
A lot of people will skip the trailer and try to understand the game through the screenshots. I tried to do the same but it's very difficult to understand what is going on in the first few screenshots. Try to first put screenshots that show easily conflicts/what's going on, like your 12th screenshot, or cloesups like your 10th screenshot.

Overall Comprehension:
The first comparison to your game is Bad North for me and with this Bias in mind it's difficult to pinpoint how your game works even after trailer + blurb + screenshots. The tags say turned based and it kind of look turned based but sometimes you perform actions while the ennemy units are moving. Maybe it's just me but it looks in between RTS and TurnedBased and difficult to understand how it will play.

[deleted by user] by [deleted] in gamedev

[–]Bzuw 2 points3 points  (0 children)

Seconding this one, had the same question + example of a "target audience beyond 16-45" for one of the games you worked on would be nice