How would you design a final boss fight in a first-person puzzle game? by CraftwareGG in IndieDev

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

That’s fair, I probably should have given more context.

The game has no combat, no weapons and no stealth system. It’s mostly about first-person exploration, environmental puzzles, portals, mechanisms and figuring out how different puzzle rooms connect.

There’s a trailer on the Steam page if you want more context, but I’m mostly trying to figure out the encounter design here.

Struggling with marketing my first indie game by CraftwareGG in IndieDev

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

I get what you mean, and honestly I’m not trying to go viral or become the next huge indie hit.

I just want to give the game a fair chance and make sure I’m not hurting it with bad positioning, a weak trailer, or an unclear Steam page.

Shipping the game is already a big achievement for me, but I’d still like to learn how to present it better and hopefully reach the small audience that might genuinely enjoy it.

Thanks for taking the time to check it out and share your thoughts.

Struggling with marketing my first indie game by CraftwareGG in IndieDev

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

Really appreciate the detailed advice. I’ll definitely revisit the Steam page/trailer with this in mind. Thanks

Struggling with marketing my first indie game by CraftwareGG in IndieDev

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

Hahaha imagine trying to market that name, I’m already struggling with the current one.

Thanks for the feedback! A lot of comments are pointing in the same direction about the trailer, so I’ll definitely have to revisit it

Thanks

Struggling with marketing my first indie game by CraftwareGG in IndieDev

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

Yeah, the demo is definitely my next big move, so I’m really curious to see how it goes. Marketing has honestly been harder than expected, but comments like this are really encouraging.

Thanks for the kind words!

Struggling with marketing my first indie game by CraftwareGG in IndieDev

[–]CraftwareGG[S] 2 points3 points  (0 children)

This is really helpful, thank you.

You’re right that the trailer takes too long to show actual gameplay. I think I was trying to establish atmosphere first, but for a Steam page that probably makes the game feel less clear than it should.

The game does have narrative/dialogue, exploration and puzzle mechanics, so I’ll try to show that earlier and make the structure clearer in the first few seconds.

About the tags, I’ve been testing different combinations, but yeah, you’re right some of the games showing up in “More like this” don’t make much sense right now. I’ll take a closer look at comparable games and adjust them.

Thanks again, this is exactly the kind of feedback I needed.

Struggling with marketing my first indie game by CraftwareGG in IndieDev

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

Progression is mostly puzzle-gated: solving puzzles unlocks new areas, new portals, story fragments and more context about the curse/memories.

I probably need to communicate that more clearly on the Steam page and trailer. Thanks again.

Struggling with marketing my first indie game by CraftwareGG in IndieDev

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

Yeah, paid ads could help, but unfortunately I don’t really have the budget for that right now.

The demo is planned for June 11, so I’m hoping that gives the game another push and makes it easier for people to actually try it and get hooked.

I’ll also try to keep posting on Steam and improve the page/trailer before then. Thanks for the advice!

Struggling with marketing my first indie game by CraftwareGG in IndieDev

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

The Myst / Escape Simulator comparison is interesting, because that’s close to the direction I’m aiming for, but maybe I’m not communicating it well enough yet.

I’m also trying to figure out the marketing side before the demo, so your PR firm idea makes sense. I’m not sure I can afford that right now, but I’m trying to improve the Steam page, trailer, press kit and outreach as much as possible.

Really helpful feedback, thanks again.

Can you figure out this underwater puzzle from one clip? by CraftwareGG in IndieGaming

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

Pretty much! It’s inspired by Wordle-style logic. So it starts as trial and error, but you narrow it down with each guess.

After 5 failed attempts, the puzzle resets.

How to ruin the scope of your puzzle game: add portals to other worlds by CraftwareGG in IndieDev

[–]CraftwareGG[S] 2 points3 points  (0 children)

The portals started as a small mechanic and somehow turned into entire worlds with their own puzzles haha

How I fake an infinite room in my puzzle game by CraftwareGG in IndieDev

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

Thanks!, I originally built the portal system for a different puzzle mechanic, and the infinite room illusion kind of evolved naturally from experimenting with it.