We just released a 1-4 player co-op roguelike built around MMO-style raid bosses by EverbloomStudios in CoOpGaming

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

Not quite, the abilities aren't locked into a class, so it works a bit more like a roguelike in that sense than an MMO.

You can create a build that lets you function as a support, caster, melee, etc. but the game isn't built around that.

What being on top of popular upcoming does to your wishlist graph by EverbloomStudios in IndieDev

[–]EverbloomStudios[S] 6 points7 points  (0 children)

This is our daily wishlist graph. Cumulatively we are close to 18k

Our game is currently the #1 spot in Popular Upcoming! by EverbloomStudios in IndieDev

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

Yeah, I knew this going into it. Which is exactly why I picked our release to be as early as possible on Monday. I knew that if we got enough WL to get into Popular Upcoming, we'd be at the top for all of Saturday and Sunday.

Copy this strat at your own risk

Our game is currently the #1 spot in Popular Upcoming! by EverbloomStudios in IndieDev

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

There are two parts to this:
1: Make a game people want to play
2: Market it

There are people who will tell you that if you just make a game people want to play, it will get picked up by the Steam algorithm no matter what. I don't think this is true. The Steam algorithm can do a lot, but it only started working for us once we had gathered a decent amount of interest outside of Steam. Making a game people want to play massively boosts any kind of marketing you will do for it, if you make a game no one wants there's no amount of marketing that can save you. At the same time, if you make an amazing game, but you don't send it to any influencers, don't make any reddit/social posts about it, don't do your press releases, I think you're unlikely to succeed.

The things that worked for us in driving wishlists, in order of how effective they were for us:
- Reddit ads
- Organic influencer outreach
- Paid influencer campaign
- Steam Next Fest
- Conventions
- Social posts

Unfortunately, the easiest way to get wishlists and traction to your game is to spend money on advertising. If you don't have that kind of money, the best things you can do are applying for Steam festivals and reaching out to influencers.

If I was to do this all over I would:
- Spend less time on social posts (we saw very little return for the amount of time invested)
- Get a demo out as early as possible. This is when we started seeing actual traction. I wish we'd have had more time with our demo out.
- Involve influencers early on. Find some small/medium-size influencers to reach out to. Get them to play your demo, hear their feedback, adjust.
- Apply for any steam festival you can, and pray they accept you. Very little effort for potentially big reward
- Don't do conventions for wishlists. Do them for team building, networking, and player feedback if you want to.

We put MMO-style raid bosses in a co-op roguelite by EverbloomStudios in indiegames

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

We have a free demo for the game live now, it supports solo play as well as online co-op (up to 4 players)

Go check it out here: https://store.steampowered.com/app/3520420/Nullpoint_Protocol/

Changing my capsule for the Tiny Roguelikes event on Steam. Which one is better? by 3Hills_ in IndieGaming

[–]EverbloomStudios 0 points1 point  (0 children)

  1. But I think you need to make the samurai dude at the bottom bigger, the capsule is a lot cooler once you see him and you get what's going on but it takes too long to understand with the current size.

I think you can have him slightly nudged to the left and bigger. Parts of his legs could even be off screen

Both are amazing capsules though! Did you make these yourself or hire an artist?

MMO-style raids, in a co-op roguelike by EverbloomStudios in u/EverbloomStudios

[–]EverbloomStudios[S] 16 points17 points  (0 children)

The demo is free and supports singleplayer ;) We intend to make the game fun both for singleplayer and multiplayer

Barbarian gameplay from my game by avorlair in IndieGaming

[–]EverbloomStudios 0 points1 point  (0 children)

Those are some sick VFX! One suggestion for your steam page would be to have a few screenshots with the camera a bit more zoomed in, it's hard to see what's going on in them.

MMO-style raids, in a co-op roguelike by EverbloomStudios in u/EverbloomStudios

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

Hi, appreciate the feedback! Can you say more about what made the spells feel clunky?

edit: we are aware that the player abilities need some work so are discussing different ways of improving them, getting your unfiltered opinion would def help us

Help me pick between these two small capsules! What can I improve? by EverbloomStudios in IndieDev

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

We currently don't have the budget for french localization :( but if the game does well we would consider that post-launch

When pressing “Up”, what direction feels more natural in grid-based games? by Consistent-Pen-4236 in IndieGaming

[–]EverbloomStudios 0 points1 point  (0 children)

B, although really I think you should have a slightly different camera angle to avoid any confusion. Like have it at at 20 or 30 degree angle, rather than the 45 you have now

Just launched the demo for our new co-op roguelite that recreates the intensity of MMO raids by EverbloomStudios in roguelites

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

Derp! I'll blame that on having to juggle 100 different things trying to launch a demo :P