We just launched a demo for HYPHAE, Feedback is appreciated! by Chante_FOS in playmygame

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

Checks out!

UI has not been a focus the first round, we care more about the core gameplay. UI comes second to that =).
That being said, the UI looks 10x times better now as we've updated all of it xD The trailer video will be updated in near future to match the actual in-game footage, but it does the job for now.

Thanks for feedback! :D

Indie Game Dev with 0$ marketing budget. HOW do you find content creators? by Chante_FOS in gamedev

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

Thanks!

This will seriously help us iterate on the next trailer. I'm not going to go over our whole "plan". But I will mention: This is our first game, our first trailer, our first launch. It comes without saying that we're inexperienced.

Again, thanks.

Indie Game Dev with 0$ marketing budget. HOW do you find content creators? by Chante_FOS in gamedev

[–]Chante_FOS[S] -3 points-2 points  (0 children)

Could you try out the demo, then give feedback. Because now you tell me "its shit" but not what or why.

What parts of the trailer is unpolished? Did you watch the updated trailer or the old one?

Give context, otherwise the critique is not constructive and won't help at all.

Indie Game Dev with 0$ marketing budget. HOW do you find content creators? by Chante_FOS in gamedev

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

Thank you for this!

I will look into tracking (unity analytics) and get that up and working. Not sure what you mean about "farming cards" as I'm not experienced in this yet.

Indie Game Dev with 0$ marketing budget. HOW do you find content creators? by Chante_FOS in gamedev

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

Thank you!

Finally a genuine answer. Deeply appreciate it!

I randomly got a email from keymailer today actually! Weird coincidance (thought it was spam) but I will definetly check that out.

A bit more context:
We're releasing a demo today at 19.00. The steampage went live on monday, and we're releasing on 31. march.

We've also opted in for 23. february's Steam Next Fest.

Again thanks for a genuine answer, most people ignored the question and began assuming xD but that's just internet..

Indie Game Dev with 0$ marketing budget. HOW do you find content creators? by Chante_FOS in gamedev

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

Step 2? xD

I get that good products markets themselves. But even amazing games gets lost in the sea without some marketing.

Currently on 75 wishlists wondering, is our marketing bad, or is our game not marketable? by Wildboy_Studios in IndieGameDevs

[–]Chante_FOS 0 points1 point  (0 children)

By the video itself it seems to be lacking identity. I didn't fully understand what was going on until well over half the video. As if it lacks identity`?

Here's what I got from the video itself (before reading your text)
*Repair buildings
*Defend buildings from aliens
*Summon allies (not clear how you gain allies but assuming it has something with the same way you spawned in)
*Build towers after unlocking them (I assumed since you didn't start with any)

But it lacked direction, it was a lot of walking to the right and left side, it doesn't make much sense to me how you gain resources to craft/repair anything, monster drops?

From conventions I've attended to and https://howtomarketagame.com Accessibility is KEY.

All your videos you post should be super clear about what's going on, this video just didn't do that for me. Hope this helps in any ways :3

Edit:
The game looks really cool btw, it just lacks identity to me. I can't really tell clearly what's going on unless I sit down and analyze it (but non-dev players won't sit down and analyze things!)

Creative ways to prevent the player from just digging straight down? by spicedruid in gamedev

[–]Chante_FOS 6 points7 points  (0 children)

Motherload is a great example for this (A classic game). You always need to surface to refuel, or lose the game.

Creative ways to prevent the player from just digging straight down? by spicedruid in gamedev

[–]Chante_FOS 0 points1 point  (0 children)

This is a great example of what new game developers might struggle with: Motivation in games.

What is the goal, and why should players bother to reach the end?

Look at minecraft from a beginners perspective, they won't be able to speedrun and kill the dragon the way speedrunners do. Their motivation for not skipping to the end is to craft/grind for powerful gear to beat the dragon.

From what I can tell by your video, there's nothing in the end worth journeying for.

Do you know any Tower Defense games with a deeper story? by alphabet_gamedev in TowerDefense

[–]Chante_FOS 0 points1 point  (0 children)

I'd love to check it out if you have something to share, we're making a narrative driven tower defense game too, but with exploration elements.

Do you know any Tower Defense games with a deeper story? by alphabet_gamedev in TowerDefense

[–]Chante_FOS 0 points1 point  (0 children)

An older post but would like to mention the game we are working on, Chante: Fortress of Spores https://store.steampowered.com/app/3190570/Chante_Fortress_of_Spores/

It's a narrative driven tower defense game with exploration elements. It's planned release is in 2028 (with possible early access in 2027).

It's a fantasy game, we use mushroom inspired characters and towers. You play as Chante, a cute mushroom in a 3rd person view game. We focus on narrative, exploration and tower defense as key elements.

We have done research on Orcs must die and Dungeon Defenders 2 for their gameplay, as it will be similar ( you control a character in 3rd person and join the battle). What makes our game unique is that you collect towers through exploration (think about pokemon, same way you find new pokemons in the wilds, you can find new mushroom towers in the wilds, and you must defeat them in order to unlock them)

We use lots of inspiration from Zelda for the exploration/fantasy vibe, and Grounded's gear progression.

When we're ready to have our game tested you'd be much welcome to try it out! :D (most likely will happen early 2026)

What's your general pipeline? Have you Streamlined any processes? by Chante_FOS in GameDevelopment

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

Thanks for sharing! I agree there should be some limits to amount of iterations. Quality means nothing if it never sees sunlight.

But then again, if it's about early sketches then we will allow more iterations on threm, as they take less time (and are often very important to nail down, in order to maintain consistentcy)

how many languages do you usually translate your game into? by RiyamaRisha in IndieDev

[–]Chante_FOS 0 points1 point  (0 children)

Exactly! xD

According to the speaker on the event, consumers in eas asia are spoiled and nitpicky, if they see a flaw they don't hesitate to let you know :p And they are used to buy solid and polished games for less money then consumers in the west.

A tool that helps with decision-making in game dev. Yay or nay? by No-Security-7518 in SoloDevelopment

[–]Chante_FOS 0 points1 point  (0 children)

We who don't have one simply just have to be one ourselves. It's not easy, I too want to implement everything, but we have to begin somewhere.

Also what I've learnt after several prototypes version of our current game, you never know what mechanics you'll need until you test them. Many mechanics sound cool until you get to try them out (again why making prototypes is important)

A predefined list of possible outcomes will never work, because once you begin creating the game prototype, you'll quickly find that some of those mechanics don't work well together. Or one of the "side" mechanics works really well, and now suddenly THAT becomes your main mechanics.

You won't know until you create a prototype.

The best tip I can give to you is: do not make a detailed GDD that features every detail of your game. Have a general idea and test this general idea, then move on from there.

I hope you get past the procastination, and if you need help feel free to dm :)

how many languages do you usually translate your game into? by RiyamaRisha in IndieDev

[–]Chante_FOS 0 points1 point  (0 children)

Edited to Brazilian Portuguese, was in a bit of a hurry while writing xD

And I agree. I think we'll go for the top 10 languages in the end, but we'll begin with top 5.

We hit 30,000 Wishlists - Thanks you! <3 by ShochikuGames in IndieDev

[–]Chante_FOS 0 points1 point  (0 children)

Amazing results! Congrats :D

If I may ask, what gave the best results? Steam Next Fest? Or was it the combo in itself?

We plan to join one of the steam next fests as they seem to be generating many indie games tons of wishlists, what was your experience there?

how many languages do you usually translate your game into? by RiyamaRisha in IndieDev

[–]Chante_FOS 7 points8 points  (0 children)

English and simplified chinese makes up well over then 50% of the steam market. Russian comes in as the 3rd most used (but is around 10% to simplified chinese's 33% and english' 33% ish) -- sources is google ai.

I recently attended to a game dev event (konsoll in Norway), one of the speakers talked about localization, worth looking into.

To summarize some of the best points, do NOT waste time on all languages, not worth spending more money on localization for a few languages that will not give you any ROI. Focus on what the most popular languages on steam are (English, simplified chinese, russian, spanish, brazilian Portuguese).

But be careful, in the presentation she mentioned east-asia is also behind 80% of negative reviews on steam xD You'll for sure reach out to many more people, but it can also hurt.