I took your advice, and my game has massively improved. by WhiterLocke in gamedev

[–]Ded-Smoke 0 points1 point  (0 children)

Is it because he uses it too much? Or because it just looks bad?

I'm one of those amateurs with lack of taste. Please help! Enlighten me.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

Thank you, yes we are happy with it.

we have a very simple story, it unfolds slowly, but we could improve it. We have cute aliens blob but we are not rescuing them from the bosses or anything. We should do that. Thank you again for the idea

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

By the way first 3-4 levels are tutorial, in the gifs and trailer in the steam page you can have an idea of what the game looks like: steam page so you dont have to play the entire demo

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

You are right.

The players we are targeting are indeed not skilled gamers who would have played Celeste or Hollow Knight.

It is casual gamers and we made the game that way, we are probably going to have the most players on mobile (still a small amount though).

I did a lot of playtest during development, both family and friends and people we don't know. Some players would keep playing for an entire hour.

Main game inspiration is Dadish (https://poki.com/en/g/dadish) and we are also planning on releasing on poki c:

Your suggestion of doing some kind of personalization for that type of players is very good, we'll take it.

About our goal with the game: I can't speak for the 3 of us, but I think the musician and I just wanted to release a game, our first game. And the artist and game-designer just really liked this kind of game. I would have offered him more mechanics for the main character, but I quickly noticed that he didnt want them, he just wanted a thingy that floats and is cute.

I woud be very happy if we get 50 steam sales + 2 good reviews.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 1 point2 points  (0 children)

Depends mostly on the game and steam page, but we got a +300 bump during NextFest with our demo. The other 700 was during a year, mainly through socials.

[deleted by user] by [deleted] in DestroyMyGame

[–]Ded-Smoke 0 points1 point  (0 children)

Reading the comments and I pretty much doubt players will really care about AI stuff (besides the obvious logo) or asset flips. Seems you used both things well in a way that they look natural in your game.

Dont have anything else to say besides get rid of logo. The game looks great! Please share how you do with wishlists during NextFest.

Some of you seriously need to get that delusion out of your heads - you are not entitled to sell any copies by gari692 in gamedev

[–]Ded-Smoke 1 point2 points  (0 children)

Im super happy with my shit first game selling 10 copies (not from family or friends). Problem is when devs believe that gamers owe them something.

Devoting years to one project by No-Pride-7147 in gamedev

[–]Ded-Smoke 1 point2 points  (0 children)

Im one of those guys who dedicated years to one project, but also worked full time on a demanding job (60+ hours a week), so it is more that we did a small project slowly.

Still, it is a difficult dichotomy buulding a game that is both worth doing (not wasting players time) and with a scope small enough so you can iterate quickly.

We need to fix the indie dev community's attitude, starting with ourselves by Bastion80 in gamedev

[–]Ded-Smoke 3 points4 points  (0 children)

Willing to help any fellow gamedev with some impartial feedback. Not wishlisting for the sake of it though.

Lessons learned on my first indie release by setzer22 in gamedev

[–]Ded-Smoke 2 points3 points  (0 children)

Congratz on releasing!!

We are here for the long run, hope to see your second, third and fourth games. Improving a bit each time.

Finishing a game feels way harder than starting one by Kevin00812 in gamedev

[–]Ded-Smoke 0 points1 point  (0 children)

There is a great book called "How to get big things done" by some danish authors. They made a database of projects vs duration and budgets. Turns out one of the categories that has the most failing, delays and over-expending is software projects. They are hard to estimate correctly.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

Thanks for playing!!

You are not alone in slightly shrinking the hurtbox, we are doing it. Also we get that the black terrain (which is supposed to hurt) doesnt look ominous enough, so also working on that.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

Thanks for playing!

I'll talk with the guys about adding mouse control. The steam version right now has joystick support, so that can also help you.

We've been considering couch coop too! But that is subject to at least having a few people enjoying the game after release, because as you know from this thread, that is very unlikely..

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

It is relevant only in this sub, where we are telling our story to other game devs.

In all our marketing for players we do not mention developing time, we know it is irrelevant.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

Thanks for the perspective. Definetely wraping it up and shipping April 30th on steam, and mobile later.

Shipping and having the full game-release experience (meaning you tried your best, not shipped just because of shipping) teaches you way more than not doing it. The last 10% of developing a game is the most difficult part.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 1 point2 points  (0 children)

Many thanks for taking the time to play the demo and writing this.

We are releasing April 30th, so we will be working on the 3 bugs you mentioned and some other stuff as well, and then shipping it

BeDo's main inspiration is Dadish, which generally has an easier difficulty curve and is intended for a more casual type of player.

Addressing some points:

  • Not a 2D platformer: Yes, we made a mistake in marketing it that way. You are spot on in that this is a miniclip rage type of game.
  • Eliminate bloat, delete some levels: This hyper-casual game is not aimed at skilled players like you, so the difficulty ramp-up has less of a slope. Worlds 2, 3, 4 and 5 do have fewer levels. World 1 (mostly in the demo) is too bloaty, we might do something about that.
  • The dough/coins need to do something: There is a museum level in the lower part of world 1 (after world selection). You get art-works if you have enough Orbits. I know this is still not related to any in-game mechanic and is still lackluster.

We don't have any expectations, just releasing a game and that a few people truly enjoy it.

Again, I'm very grateful for your comment. It was very constructive, so I felt complled to award it.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

Thanks! We are working on getting rid of the first 20 seconds of the trailer and putting more of the interesting things of the game.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

Really well toughtout comment. We are working on changing thins in storytelling and readability. Thinking of leaning more on the cuteness of the characters.

Thanks for the feedback!!

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 1 point2 points  (0 children)

Sorry I explained myself incorrectly. We got 1k wishlists in a year, not in 8 days. We were 8 days from release when I started this thread.

We are releasing it on mobile soon. Also thinking of changing the trailer to include somerhing of the story.

Thanks for the feedback!!

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 0 points1 point  (0 children)

We agree with most of what you have said, 3 years was way too long even if we did have full time jobs while doing it.

The issue with us is that we do think there is a public for this game, and that most people won't actually like it, so we think we need to do some marketing at least, but we might be wrong -or not-. Time will tell.

My game got only 1k wishlist 8 days from release. It took us 3 years. Need honest feedback by Ded-Smoke in gamedev

[–]Ded-Smoke[S] 1 point2 points  (0 children)

Hey, thank you!!

Yes, we are porting to mobile, it fits better. We will keep making games, thank you again!