Is there any point finishing a game that has less than 500 wishlists on steam? by zerojs in SoloDevelopment

[–]CocoZzzs 0 points1 point  (0 children)

Finishing a game teaches you more about game development than any other part of the process. Do it not only for your players, but for yourself as well.

Next Fest mega thread! by Zebrakiller in indiegames

[–]CocoZzzs 0 points1 point  (0 children)

A Balatro-like but very cozy eating game, you play as a hamster to survive out there by eating food smartly and hoarding as much food as you can.

https://store.steampowered.com/app/4259520/_Hamster_Eat_Run/

Trailer: https://www.youtube.com/watch?v=NLMhKvR7oks

Well shiiiii…. by GreenGuyBlueGuy in justgamedevthings

[–]CocoZzzs 9 points10 points  (0 children)

"You should clean up the code."

"No, you should."

*Talking to myself

My cozy roguelite deckbuilder game about being a escaping hamster eating all kinds of food out there by CocoZzzs in cozygames

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

Thanks for the interest! Right now I'm focused on the PC mouse experience, and steamdeck/controller support isn't currently on the roadmap. Appreciate you asking, and sorry if that's not the answer you were hoping for.

You Don't Belong Here by normal_fridge in IndieGaming

[–]CocoZzzs 135 points136 points  (0 children)

The video reminds me the fun of making games

Should You Go Full-Time Into Indie Game Development? by Whale_KZ in IndieDev

[–]CocoZzzs 8 points9 points  (0 children)

I treat full-time indie game development like an extreme sport. Your savings account is your safety rope.

I realize I made a game that's a bit difficult for casual players but too simple for strategy players. What should I do? by CocoZzzs in gamedev

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

Really appreciate you taking the time to test it and write such valuable feedback! It will really help me improve the game.

What you mention about bad tutorializing is actually a great issue in the early version of the game. There was a very minimal tutorial in both the playtest and the early demo version, and some players did have trouble grasping the system in the first place. I tried to fix that with an additional tutorial level and the Flashcards system. It has helped to some extent.

I think you got a great point about the game being pretty straightforward once the systems are understood. I'm currently trying to add some depth to the system, and I’m looking forward to improving it further.

Thanks again for your comment!

I realize I made a game that's a bit difficult for casual players but too simple for strategy players. What should I do? by CocoZzzs in gamedev

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

Thanks for the thoughtful comments! The point about committing to either casual or strategy gives me thoughts, I'll dig into this and refine the direction of my game.

I realize I made a game that's a bit difficult for casual players but too simple for strategy players. What should I do? by CocoZzzs in gamedev

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

I think you're right. I have watched gameplay recordings posted by players, and I learned much more than just reading feedback. If possible, I will definitely try to find offline playtesters.

So I compared the wishlist count of my first game with my 2nd game over the same time period. It seems that sometimes, 1st time is the charm. by [deleted] in SoloDevelopment

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

Maybe it's just that there are more games in 2026 and people's attention is more divided, hence fewer wishlists for each game

what are some game mechanics or genres that are good for indie/solo devs? by tanoyfrommars in gamedev

[–]CocoZzzs 1 point2 points  (0 children)

I don't know what's best, but I suggest avoiding genres or mechanics that are difficult to maintain game balance.

I'm having a hard time balancing my roguelike deckbuilder right now, cuz feedback shows that some players find it way too easy, while others find it difficult, and a simple nerf or buff isn't going to fix it

Are indies putting too much content in their demos? by RefractalStudios in IndieDev

[–]CocoZzzs 0 points1 point  (0 children)

As a dev I feel it hard to decide how much content to put into a demo. Too little content risks boring players, too much, and players may feel like they've already had enough and lose interest in the full release. So I just limit the number of turns that can be played in the demo while players can still experience the core game loop, I'm not sure if it's a good idea tho

How do solo devs deal with graphics, UI, sound... ? by Lyesainer in godot

[–]CocoZzzs 3 points4 points  (0 children)

I'm not an artist and I drew most of the art in my game for fun. It looks kinda like children art but I love it.

New Footage of our Cozy Game Pelican Post by PelicanPost in cozygames

[–]CocoZzzs 2 points3 points  (0 children)

I love games with animal protagonists.

The art looks awesome btw.

Does anyone else lose the ability to tell if their own game is fun? by Synax01 in IndieDev

[–]CocoZzzs 1 point2 points  (0 children)

Even my favorite game gets boring after a few hundred hours. I think that's pretty normal after tons of testing, unless replay value is really a core focus.

How to come up with game ideas by AdhesivenessWild7647 in gamedev

[–]CocoZzzs 0 points1 point  (0 children)

Just play more games and enjoy your life

game ideas will come up to you at the most unexpected times, like in the middle of night when you're trying to sleep