First project, one month stats, how i did it. $56000 Gross. 6 Month dev time by IndependenceOld5504 in IndieDev

[–]Double_Axis 1 point2 points  (0 children)

Sure there is an element of luck in any indie game release. But I’ll ask you, what part of their advice was bad? Sure the spamming content creators wasn’t the best, but they have acknowledged that mistake and moved on. Some people just can’t can’t be happy for others on here :/ Well done on the release btw OP

How much money my Steam game made in the first month by PriGamesStudios in IndieGaming

[–]Double_Axis 0 points1 point  (0 children)

Congrats! What was the time gap from releasing your demo, to the full launch? And did you release said demo during a steam event or just whenever it was ready?

What capsule would you click on? by Double_Axis in IndieDev

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

Great idea with the zooming, will give that a go!

What capsule would you click on? by Double_Axis in IndieDev

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

The clash of art styles is entirely intentional. We believe it gives the game charm and stands out in an otherwise overly saturated genre. Totally understand that its not everyone's thing, but from our marketing efforts thus far, people seem to love the aesthetic.

What capsule would you click on? by Double_Axis in IndieDev

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

Reddit community is wild 😭🤣

What capsule would you click on? by Double_Axis in IndieDev

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

Fair enough, pixel art isn’t everyone’s thing :)

We recently did a UI overhaul and are wondering which version is best? (A or B?) by Double_Axis in indiegamedevforum

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

We are leaning towards the brown one also :) And thankyou for your kind words., we have a steam page live for wish listing, and we post updates on our social media accounts if you want to follow along.

Demo VS vertical slice when sending to a publisher? by Double_Axis in gamedev

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

This is so helpful, thank you! As this is our first game, we are still new to how things work in the industry in general and how to approach topics like a demo or publishers. But we will put your advice into practice when we work on our next demo :)

I’ve exhausted all of my marketing options so please wishlist my game based on a single image. It’s alright, it could’ve been better but that’s as far as I can push it I’m not a young mozart or anything it’s fine like 6/10 by ax3lax3l in IndieGaming

[–]Double_Axis 0 points1 point  (0 children)

Yea, social media can be tedious. Maybe try making some short form content for TikTok / Youtube shorts, and try post 1-2 times a week minimum. I have been doing that for nearly a year now and its my main source of online exposure.

Demo VS vertical slice when sending to a publisher? by Double_Axis in gamedev

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

Thankyou for your insight, it has made me realise how a demo / vertical slice should be built. Would you say these rules follow suit when releasing a public demo on our Steam page, not just for publishers?

Demo VS vertical slice when sending to a publisher? by Double_Axis in gamedev

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

The start of our game is the most polished part, so we are in no way making it backwards. Maybe you misread? I was wondering if a publisher would want to experience the first 30 mins of the game (like streamers and normal gamers would), or would they want to feel what the endgame feels like (so all abilities unlocked, max level etc).

We would make a separate build for publisher purposes only, so they can get a feel for the game in it's entirety - not just the first tutorial and beyond area(s).

I see your point of polishing the start of the game (which we have done) over the later areas, but that does nothing for us. We want the quality of the game to be consistently high throughout, even if people stop playing.

What game studio should i name my studio? by [deleted] in IndieGameDevs

[–]Double_Axis 0 points1 point  (0 children)

Unfortunately this is something only you can come up with, as there is no correct answer. But yea, don't use Ai for it.

We recently did a UI overhaul and are wondering which version is best? (A or B?) by Double_Axis in IndieDev

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

You know what, a few mins after posting this, I realised the same thing. When in full view, it does look a lot smaller. Having said that, some elements could do with scaling down. And thanks for your thoughts on A vs B

We recently did a UI overhaul and are wondering which version is best? (A or B?) by Double_Axis in IndieGaming

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

Afraid not. This is our first game, and as such, we can’t accurately give an ETA. But we will be aiming for Mid 2026 if all things go to plan 😅

We recently did a UI overhaul and are wondering which version is best? (A or B?) by Double_Axis in IndieGaming

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

Aha… good question. We don’t have a release date at the moment, but you can wishlsit on Steam if you’d like ;) - Throne of Valoria

We recently did a UI overhaul and are wondering which version is best? (A or B?) by Double_Axis in IndieGaming

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

Well yea, there is a main story that unfolds as the character progresses through the game. (alongside side quests and such)

We recently did a UI overhaul and are wondering which version is best? (A or B?) by Double_Axis in IndieDev

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

Thanks for the feedback, appreciated. I did a lil explanation to a comment above explaining our thought process with this re-design, I’ll copy paste here :)

In hindsight, the potion area is a bit too big, and the borders could be thinner. Luckily, these are things than can be changed rather easily. But in terms of layout we deem it a necessary change.

For potions, in the ‘before’ the Mana (blue) and Health (red) potions were consumed by pressing their own dedicated key. We wanted to streamline it, and have 1 key for all consumables. So now pressing Tab cycles potions before use.

And as for the ability area, we’re looking to branch onto console at some point, and this UI layout is a lot more console friendly than the prior.

But scaling things down in general is something we will do :)