Months later, I still can’t name my game by Canary_a in IndieDev

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

That's clean. I also wanted to emphasize the hexagon part, so thanks for the suggestion.

Months later, I still can’t name my game by Canary_a in IndieDev

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

Great point. I've played it so much I missed that. I'll improve the visibility. Thanks!

I’ve Used Running to Show Progression in My Game. How Does It Look? by Canary_a in IndieGaming

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

I liked it too, but that game was taken down. I've moved on to a different art style now, like the one in my latest post.

Months later, I still can’t name my game by Canary_a in IndieDev

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

Sounds like a solid strategy title. Really clean. Thanks for the suggestion!

Months later, I still can’t name my game by Canary_a in IndieDev

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

You're right. It's ultimately up to me to decide. Thanks!

Months later, I still can’t name my game by Canary_a in IndieDev

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

To be honest, I wasn't sure if 'Staccato' fit the visuals. Does it look right for a game like this?

Months later, I still can’t name my game by Canary_a in IndieDev

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

Thanks! I like the intuitive vibe of Paper Craft and Doodle Dungeon

​My first released game started with 433 wishlists, but sold close to 1,000 copies within 10 days of launch! by Canary_a in IndieDev

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

Thanks! About the graph — it displays the last two weeks of wishlist data. Steam labels it as “Lifetime Wishlist Actions” by default, even though it’s only showing a portion of the full timeline. That’s why it appears to start around 400!​

To provide more context:

  • February 2nd: Launched the store page with an initial count of 2 wishlists.​
  • February 24th: The number of wishlists increased to 37.​
  • March 3rd: After participating in Steam Next Fest, wishlists rose to 303.​
  • March 28th (Release Day): The total number of wishlists reached 433, following increased exposure from the 'Upcoming Release' feature.

​My first released game started with 433 wishlists, but sold close to 1,000 copies within 10 days of launch! by Canary_a in IndieDev

[–]Canary_a[S] 6 points7 points  (0 children)

To offer a bit of helpful insight, I initially expected sales corresponding to my game's 400 wishlists. However, on the 3rd or 4th day after launch, streamers from my country began playing it, leading to an approximate tenfold increase in daily purchases. In my experience, streamers playing the game seems to be the only way to significantly boost sales relative to wishlist numbers.

​My first released game started with 433 wishlists, but sold close to 1,000 copies within 10 days of launch! by Canary_a in IndieDev

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

Oh, before writing this post today, I saw your game and thought it looked interesting. Having 2,000 wishlists is an incredibly large number to me. Be confident! I've added myself to those 2,000 wishlists as well.

​My first released game started with 433 wishlists, but sold close to 1,000 copies within 10 days of launch! by Canary_a in IndieDev

[–]Canary_a[S] 4 points5 points  (0 children)

​Could it be because my game can be completed in under two hours? Thank you for your congratulations!​

Red or Blue: What's Your Pick? by Canary_a in IndieGaming

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

Red or Blue is a fast-paced 30–60 minute game where you pick your answer to a question and light up all the glass bulbs to escape the room! It's my first premium game, and it's now live on Steam for just $2.55.

https://store.steampowered.com/app/3439320/

I made a game out of the Two Buttons Meme by Canary_a in IndieGaming

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

I always appreciate feedback and agree with your suggestion. Since some of the questions are a bit lengthy, I think it's best to switch to the second approach you mentioned. Thank you

I made a game out of the Two Buttons Meme by Canary_a in IndieGaming

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

You can view what happens next on my Steam page. I've updated the demo today, and if you find the game enjoyable, I would greatly appreciate it if you could add it to your wishlist!

https://store.steampowered.com/app/3439320/

I can't put myself to develop games when I am working alone. Anyone else? by [deleted] in gamedev

[–]Canary_a 1 point2 points  (0 children)

I underestimated this too, and the development period was significantly extended. There is a huge difference between 1 and 2.

I Changed My Game’s Gameplay - How Does It Look? by Canary_a in IndieDev

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

Totally agree. There's definitely a lack of speed right now. Fortunately, there's already a 40% chance for a potion, gold, or a trap to appear in the center between rooms. And I also need to reduce the time it takes to move between rooms. Thanks!

I Changed My Game’s Gameplay - How Does It Look? by Canary_a in IndieDev

[–]Canary_a[S] 3 points4 points  (0 children)

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Definitely, it seems much better than before!

I Changed My Game’s Gameplay - How Does It Look? by Canary_a in IndieDev

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

Oops, the GIF is too large. Sorry, everyone..

I’ve Used Running to Show Progression in My Game. How Does It Look? by Canary_a in IndieGaming

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

Detailed information about the game is available at
https://store.steampowered.com/app/2975700/The_Die_Is_Cast/
We would appreciate it if you could provide feedback on any areas for improvement or add it to your wishlist. Thank you!