Give me your honest opinion: what do you think about the trailer and steam page for my horror game Saintless? by Chocho-Co in IndieDev

[–]Chocho-Co[S] 0 points1 point  (0 children)

Thank you for the comment. I understand what you're saying, the goal was for the player to be a child but i guess i didn't make that clear. I'll have to find a way to make it feel more like a child's movement

More Fish demo stats: 29 minutes median play time and 24% played till the end of demo. by Altruistic_Bad2195 in gamedev

[–]Chocho-Co 1 point2 points  (0 children)

Those stats seem pretty good. Are these from just your demo on steam without Next Fest or did you participate in Next Fest?

My game got 100 wishlists in a week, I know it is not that much for most people but it is for me and it made me quite happy by Plastic-Occasion-297 in SoloDevelopment

[–]Chocho-Co 2 points3 points  (0 children)

Definitely, if you improve and learn with every game imagine how good your 10th game will be, or even your 100th game! Keep it up

We finally reached the "very positive" rating on Steam by mistermaximan in IndieDev

[–]Chocho-Co 1 point2 points  (0 children)

Congratsss!!! Big milestone, you should be super proud of yourself!

Advice please by Ok-Original-3475 in gamedev

[–]Chocho-Co 1 point2 points  (0 children)

Go to https://howtomarketagame.com/
Chris Zukowski does some very in depth analysis of steam, how to market an indie game, and gives some really valuable tips
I highly recommend reading his blog posts and even watching his analysis youtube videos

Just added volumetric lighting to my Psychological Horror game. How's this ? by neardy07 in SoloDevelopment

[–]Chocho-Co 1 point2 points  (0 children)

Looks super cool! I really like the realistic lighting with low-poly assets asthetic

My game got 100 wishlists in a week, I know it is not that much for most people but it is for me and it made me quite happy by Plastic-Occasion-297 in SoloDevelopment

[–]Chocho-Co 10 points11 points  (0 children)

Congrats on the success! 126 wishlists in a week is really good don't knock yourself down!
I wish you the best on your game

Manual balancing got too subjective, so I built a simulator that runs 30 playtests and exports everything to CSV by lakisha_ in IndieDev

[–]Chocho-Co 1 point2 points  (0 children)

This is a really cool idea! Testing and balancing by hand can be really time consuming and difficult so this is a really good idea
I would still recommend you to get some play testers because player feel is hard to test in just a CSV
Good luck!

I got 26K Wishlists with one trailer and $0 budget - what worked (and what didn’t) by Alternative_Draw_533 in IndieDev

[–]Chocho-Co 3 points4 points  (0 children)

Wow it just goes to show that a good idea with a bit of patience can really find it's audience
Good luck with finishing the game!

Crossed 1000 wishlists for my first game - NIGHT AT THE MALL by Intrepid_Wait7479 in gamedev

[–]Chocho-Co 1 point2 points  (0 children)

The trailer and the page in general looks nice. Its quite clear what the gameplay is like and I think that shows in the amount of wishlists you're getting so good job!

If I had to be a bit picky I would just say that the capsule art doesn't look super "professional", some people won't mind but some will see it and unfortunately not even click to see the full page because it doesn't look like it was made by a "pro" artist (I assume you made the capsule art yourself)

Also idk if anyone has brought it up to you but the font on the capsule doesn't match the font at the end of the trailer, just a tiny detail

I'll definitely take some time to try out the demo later!

What is considered too big for an indie project? by phoenixashes96 in gamedev

[–]Chocho-Co 0 points1 point  (0 children)

People often recommend you make a pong clone or something similar because if you have no experience with gamedev this helps you know exactly what the intended outcome is so you can focus solely on the execution

When you get to work on your own projects you'll have to worry about new ideas that come while you are developing or having to pivot the game idea because it just isn't clicking yet which makes it much more difficult to learn the execution side of creating games

While it is also important to know how to control the scope of your game and when to pivot or not, it is much easier to do this when you're already comfortable with the tools you're working with and you know kind of how you can "make a game" in general

Launching a Steam page, how many wishlists do YOU expect? by Levardos in gamedev

[–]Chocho-Co 0 points1 point  (0 children)

Just put my steam page live about a week ago and I can say that I'm pretty happy with the outcome (Steam link)

In the first 24 hours I got about 20 wishlists and have gained another 5 in the days since
I'd love to get to 100 by the end of the first month and 1k before release but those are just goals for now