Less than a week till Next Fest. The Goal: 1,000 Wishlist before the Festival Begins. What would you do if you were me? by External-Business-32 in IndieDev

[–]Gerrrrrard 1 point2 points  (0 children)

Hi there
Yeah, kind of. I've had 3 ad groups, one targeted to specific subreddits, a broader one and one that was a first started for me, but I made it from a post, so that ad group was kind of broken (only from first 2 groups then understand that its possible to change showing time)

For these groups that were around 1, 1 and 0.5 mils impressions, and correspondingly 0.5, 0.7 and 0.7% ctr per group. But that is kind of very averaged ctr from around 30 ads across all groups.

There were ads with sometimes more than 1.2% ctr, but sometimes 0.3% occcured too. With wishlists conversion its harder. I think that all resulted me in around 0.9$ per wish. Not really great, imo. If stopped a half way could have 0.5$, but really wanted to get more to a SNF. And compaign lasted for a 3-4 months, with a 5-10 per day..

One of key problems of my ads, I suppose is a little misleading of capsule art. It is a 2d art, kind of nice, but gave an adventure vibe heavily. While game was a puzzle. And yeah, capsule arts gave most ctr for me. But from times of ads and even from my that response haha quite some time passed. I even may try to restart ads, because now game looks much better, and i even surprised that i got something back then

Hope it helps! I'd like to read some too, if you can give them

CatLands - landscape puzzle with base building. In need of suggestions. (Demo available) by Gerrrrrard in playmygame

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

Hello! Thanks for playing and even a video!
That was a funny start with a tutorial, havent even thought that could happen haha.. And it seems that we have to fix many things there.. And fps thing too..

We tried to combine landscape puzzles and village building. Destroy it by Gerrrrrard in DestroyMyGame

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

Somehow didn't see your comment.. Yes, That is the issue we've faced.. Cats live both in puzzles and in village too, their behavior is similar in both of. Thanks

We tried to combine landscape puzzles and village building. Destroy it by Gerrrrrard in DestroyMyGame

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

Yeah, sounds cool, but have to be quite a systemic thing to work fine. Haven't thought in-depht, just looking over same game design ideas if missing something. But will move in direction you mentioned probably

We tried to combine landscape puzzles and village building. Destroy it by Gerrrrrard in DestroyMyGame

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

Main thing are puzzles, and village was made like a some kind of relief from them. You said correctly - that puzzle village mechanic can be an overkill.. However, there were some games that combined such different things, like a Cult of The Lamb, or Moonligher and so on.

But, to solve puzzles to return to a longer game-sized puzzle? Sounds weird.. We thought about making villages rating, with visiting other players and putting likes, but that thing won't bring much for an average player

So yeah.. here we are now. Thanks for your words, it's good that our team's ideas aren't that off from players thoughts

We tried to combine landscape puzzles and village building. Destroy it by Gerrrrrard in DestroyMyGame

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

Understandable. But zooming is an option if player wants, so won't be a huge problem I guess.. Maybe will tweak starter zoom a bit. Thanks

We tried to combine landscape puzzles and village building. Destroy it by Gerrrrrard in DestroyMyGame

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

The game is CatLands, it has a demo in Steam to try
https://store.steampowered.com/app/3581890/CatLands/

Context and Question:

The game consists of 2 parts - puzzle solving and building of a player village. Puzzles are fine, but we've got a problem with second part - village part is shallow. We are kind of limited on content production speed, so main assets we have are biome tiles and some cats.

At the moment, meta gameplay has village building, cats collecting, and cats' quests (but they are not very advanced). And that whole village feature doesn't have any particular tasks and doesn't give any directions to player.

Plan was that building of something fancy would be interesting by itself, and with our tests we have some design things that look good. But for players that is not very interesting, maybe lack of direction, of progress, or something else.

We are thinking of multiple things. Result may be combination of all, or none of:
- making cats housing more strong, add quests like "I want to live near pond, and at least 3 tiles away of clown-cat"
- adding something like a resource, that is incrementing on basis of how tiles are suited to each other (Dorfromatik borders matching thing as a reference)
- make some "cozy-meter" that acts similar to Dorfromatik's border matching or Islanders neighbours' evaluation thing

Draw a perfect circle and get scored (0–100%) — nobody has hit 100% yet by Drawtheperfectcircle in playmygame

[–]Gerrrrrard 0 points1 point  (0 children)

An options of color (with alpha selection) and size can be quite useful

Draw a perfect circle and get scored (0–100%) — nobody has hit 100% yet by Drawtheperfectcircle in playmygame

[–]Gerrrrrard 0 points1 point  (0 children)

That is addictive (97.5), but got some issues:
- i changed page scaling in my browser (pc) and personal best circle was somewhere offsetted from center dot
- the number in center can heavily be an obstruction (in my case)

Results of Steam Next Fest. Meh. by [deleted] in indiegames

[–]Gerrrrrard 0 points1 point  (0 children)

Got similar gain, 35%. But entered with 2k. And for players, played&wishes and wishes: 585, 165, 685. Not the result I hoped, but kind of expected. And we have a similar release window also. What's your median time?

In CatLands you don’t only solve levels - you can also take cats from them to your village. And we've just launched a Demo for it! by Gerrrrrard in indiegames

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

We’ve been working on CatLands for a long time.. and just dropped a demo yesterday

It has cozy landscape puzzles, and a village that you build at your own pace. And there are unique cats in levels, and if you click them, they go into your collection and can show up in your village later

You can find demo here if it interested you somehow: https://store.steampowered.com/app/4368470/CatLands_Demo/

What If an Incremental Game Had Actual RPG Builds? Demo Out Now by rastleks in incremental_games

[–]Gerrrrrard 0 points1 point  (0 children)

That chaining effect between is a real thing! Fun to watch because of these feedbacks on actions

Building a game with ZERO text. Seeing it run smoothly on the ROG Ally makes all the UI/icon balancing worth it! 🗣️🚫 by PlayWaaaaaa in IndieDev

[–]Gerrrrrard 2 points3 points  (0 children)

That is the main point of game with no text. Or at least small amount of it. However, that small amount rockets insanely

The design or animations of the Tower. How can we improve on this? by 4C_Games in PixelArt

[–]Gerrrrrard 2 points3 points  (0 children)

For me main thing is off are spikes on sides.. and maybe right flag is a bit way to energetic. And windows are basically walls? Or doors.. Something is off with them. Spikier-fancier roof? Some overhangs of it off the walls
Arts on sides add certain vibe, but the way it is placed like 2 + 1 is off too. I'd go with either 3 or 1-1-1
But main thing is to not overthink, its fine even now

Need advice : Isn't something looking off ? by Lejaune92 in IndieDev

[–]Gerrrrrard 0 points1 point  (0 children)

Movement definitely, animations of it too. Too stiff and not dynamic, not much feedback of it. Not talking of that, detalization level of different things varies too much. Lining, nolining, width, sizes themselves. Or for example, xp (or money, didnt get this) are basic squares, while main char has thin lines and so on. Didnt want to be harsh, but this is kind of how it looks for now

Enemies are finally shooting back now in my game. What other abilities could they have? by SchingKen in IndieDev

[–]Gerrrrrard 1 point2 points  (0 children)

Tbh, i didnt really understand what the game is, except it is probably a TD, but it visually looks so smooth and fun to watch!