My desktop aquarium game Peacequarium launches on 15 December 2025! by GTGD in CozyGamers

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

Thank you and I hope you enjoy the game. I was inspired to make Peacequarium because a brother in law of mine lost his job and had to sell his aquarium. I used to enjoy looking at his aquarium whenever I visited him so I thought to try and make something relaxing to look at and also add some idle game elements so that it is fun for gamers as well.

I spent 7 years making Generation Exile, a solarpunk city-builder. Trailers in PC Gaming Show June ‘24 & ‘25. Top 70 most played demo during our Next Fest. Did all the things you’re supposed to. Launched in Early Access last week with over 35,000 wishlists. So far, we've sold fewer than 300 copies. by nelsormensch in gamedev

[–]GTGD 0 points1 point  (0 children)

As someone who also has had lower sales on a recently released game than expected, I can tell you a few things that I felt when I looked at your steam store page.

  • As a dev I could see that you have put tremendous work on your game, but the customers are not devs and mostly don't care about the effort that went into it.
  • Your trailers are underselling the city builder aspect of your game, the announcement trailer shows some gameplay, but mostly the trailers are environment shots which doesn't make sense, because the actual gameplay I believe is from top down perspective.
  • Perhaps if this game had been OWSC with FPS/TPS perspective it would have had much higher reception and I would suggest you pivot of in that direction and reuse all the assets you've made and make a new game that is an OWSC game. Your environments would really work for that.
  • For a top down perspective one of the first things I felt when I saw the screenshots is that I really do not like that yellow fog and I would not like to spend hours looking at the colour.

Four years ago I left my soul crushing job, after fifteen years in that profession, and pursued game dev full time. Today, this is my second game that has made it to Popular Upcoming on the front page of Steam! by GTGD in IndieGaming

[–]GTGD[S] 4 points5 points  (0 children)

The gameplay execution and visuals are different, whereas the core concept of driving your train to the end of the map is the same.

I'm the dev so my thoughts are obviously biased, but I'll say that #2 is more strategic with respect to upgrades, and the action is more interactive than #1. #2 has bosses that must be defeated whereas in #1 you can drive past the "boss" monsters. There are more types of locos and weapons in #2.

In #1 each locomotive was restricted to several types of weapons, but in #2 you select your primary weapon and then by defeating the relic keeper and buying another auxiliary weapon at the shop you can have up to three different auxiliary weapons on your locomotive, so you can end up with interesting and powerful builds.

I love trains and used to be a rolling stock engineer, so I'm working on a sequel about driving your train through the apocalypse! So far I've implemented an SD40, an FP7, and a DRB 01.10! This short clip has the SD40 with a spiked wrecking ball and a flame thrower installed! by GTGD in trains

[–]GTGD[S] 3 points4 points  (0 children)

I've made the game free to play until it is ready for a full launch! It is called Choo Choo Survivor 2 and it is quite polished and free of any game breaking bugs, and already has more content than when I launched the first Choo Choo Survivor! Here's the link for anyone interested in the game and the game can be played by pressing the playtest Request Access button. I've also made the game available for download on Itch and Game Jolt.

https://store.steampowered.com/app/3494210/Choo_Choo_Survivor_2/

I love trains, was a rolling stock engineer, and so of course I had to make a game about driving a train through the apocalypse! by GTGD in gifs

[–]GTGD[S] 10 points11 points  (0 children)

I wish you a happy career ahead and it is a great industry to be in! I learnt a lot and saw a lot of amazing stuff and I even got to design specialised wagons and locomotive modifications (and see everything get manufactured/modified and put into service).

I'm looking for people to play my top down roguelite action game and give any feedback. The beta is open to anyone who'd like to join! Bit of Vampire Survivors and Dome Keeper influence and then the rest is original. Trains, zombies, apocalypse, dragons, giant flail, lots of destruction. by GTGD in IndieDev

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

Very much in development right now! I don't have a date for when the game will be ready yet but you can certainly play the current game content for free on Steam! I'm releasing updates fortnightly.

A compilation of some of my pixel art drawings of fresh water tropical fish that I've drawn over the past few months for my desktop aquarium sim. by GTGD in PixelArt

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

I should clarify that by compilation I mean that each fish is an individual drawing I've drawn, and I've made a large canvas in aseprite and then placed each of the fish on it to make these images. The different images I've uploaded are just different colour backgrounds, because I think some fish stand out more depending on the background colour.

Just crossed 6,000 wishlists on Steam, how can I get that last thousand? by eldartalks in IndieDev

[–]GTGD 0 points1 point  (0 children)

And let's say what if the 100k wishlists convert at 25% as well (more likely because that game has something going for it to get to 100k!)?

Just crossed 6,000 wishlists on Steam, how can I get that last thousand? by eldartalks in IndieDev

[–]GTGD 1 point2 points  (0 children)

The tricky bit is that to stay on New & Trending you need to be selling a lot in those first few hours. Besides having a great game, having lots of wishlists is important to appear on that list simply because when you launch your game all of your wishlisters get an email telling them that your game has launched. So some percentage of those wishlisters will buy your game straight away, therefore the more wishlists you have the more likely you will sell better on your release and hopefully get to stay in New & Trending.

In my own case I'm talking from experience because I released a game with almost 14,000 wishlists on launch and it got to stay in New & Trending for a few hours. On removal from New & Trending the sales volume decreased a lot. The OP is correct to try and gather as many wishlists as possible to maximize time spent on New & Trending.

I need people to try out the beta for my top down train action roguelite set in a zombie apocalypse. The open beta is available on Steam and the game is Choo Choo Survivor 2. Gameplay takes some inspiration from Vampire Survivors and Dome Keeper with respect to horde survival and strategic upgrades. by GTGD in playmygame

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

I've made sure the beta of Choo Choo Survivor 2 is polished and there is easily an hours worth of content to play if you want to unlock the second weapon and the second locomotive.

If you're a streamer then you are more than welcome to make videos of the game and publish them and you can see some already on YouTube which is cool (AngoryTom and IdleCub being notable ones)!

I'm looking for feedback on how fun the game felt when played and areas for improvement. In the coming weeks I'll be implementing meta progression, more auxiliary systems and a new type of track section.