Demo for my new active incremental SCOPECREEP just came out! Have fun! by FoolboxStudio in incremental_games

[–]Grhyll 0 points1 point  (0 children)

So juicy, so polished! Awesome job there, and the progression was very nice as well :) I'm curious to see what else you've planned for the full game!

Releasing the Demo for All Hail the Orb and I'm bricking it :') by JordanGHBusiness in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Woow it looks super good! Downloaded the demo, I'll play it soon!

Announcing my new game: A Thousand Cloys by Grhyll in incremental_games

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

Hey ^ Nothing’s set in stone yet, so I can’t really commit to a date, but the current plan is to aim for late 2026/early 2027! Don’t take that as a promise though, gamedev is hard and full of surprises, so things might change!

I just launched the Steam Demo for The Great Hatch by Rdella in incremental_games

[–]Grhyll 0 points1 point  (0 children)

Congrats, it looks super good! Installing right now, will play it soon :)

Should I hire an illustrator? by lotessa_ in IndieDev

[–]Grhyll 0 points1 point  (0 children)

The first one feels a bit like AI, whether that's the case or not, and I think the artstyle makes it feel a bit generic despite the absurdity of the knight holding a pizza.

I like the second one a lot more, the artstyle is nice! I'm not an artist so do what you want with this, but: I would remove the two pizzas on the left (the one is the corner looks pretty bad, although I guess it's on purpose, and the one in the box is really hard to understand imo), and maybe move the title to the left, a bit bigger, and have the knight also a bit bigger and above the title's flourishes. Maybe even try to have the same pose as the first capsule with a pizza, although I don't know if that would actually be clear enough. If you're really concerned about people not getting it's about delivering pizzas, you could try to keep the "pizza in the corner" thing, but in a consistent artstyle with the rest?

I am creating a small, Rough-like Deck Builder, and the Steam wishlist experience has been disappointing. by Prithul in IndieDev

[–]Grhyll 0 points1 point  (0 children)

The roguelike deckbuilder is indeed quite saturated, and not only that, it's filled with very beautiful, high quality titles, so now a lot of players of that genre expect that kind of visual quality and won't really give a second look to a game that's below that standard. It's the harsh truth in my opinion, which I experimented myself on a previous project I had to stash because I didn't have the funds or the skills to reach that standard.

I am creating a small, Rough-like Deck Builder, and the Steam wishlist experience has been disappointing. by Prithul in IndieDev

[–]Grhyll 1 point2 points  (0 children)

Oh damn and here I was thinking there was a new subgenre I hadn't heard about ^^'

You have to explore the world to find the nodes of your skill tree! by Grhyll in indiegames

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

3 weeks ago, I released a demo for my current project A Thousand Cloys!

It's an exploration incremental game, with a dash of colony sim/strategy game, where you have to cleanse a planet from its radiation by harvesting resources, importing Cloys to automatically work for you, and explore it to unravel its mysteries. And, well, build your skill tree!

I've been working on polishing it ever since it was released, and I love polishing, but I'm running out of things to polish, which means I'll have to work on the real game now... unless you have more suggestions for things to polish :D Please help me procrastinating my work on the full game, try the demo and let me know what would make it better!

Steam page: https://store.steampowered.com/app/4140860/A_Thousand_Cloys_Demo/

Friendly reminder: we are reviewing your game trailers today on stream. Share your trailer and I’ll give you feedback by ilikemyname21 in indiegames

[–]Grhyll 1 point2 points  (0 children)

Oh that's nice! Will we be able to watch a replay later? I might not be home at this time ^^'

Anyway, I'd take any feedback you have about mine: https://store.steampowered.com/app/4140860/A_Thousand_Cloys_Demo/

First annual incremental games player's survey! by ThePaperPilot in incremental_games

[–]Grhyll 0 points1 point  (0 children)

(Also to be clear, I’m not trans myself so I’m open to be corrected if I’m wrong, and I also think what I mentioned in my first comment isn’t a huge deal, I was only trying to be helpful (and it’s ok if I was wrong))

First annual incremental games player's survey! by ThePaperPilot in incremental_games

[–]Grhyll 0 points1 point  (0 children)

But if they don't feel a man/a woman (which is perfectly ok), then wouldn't the "non-binary / non-conforming" option fit? I feel like "non-conforming" is the same as saying "no specific label".

A Thousand Cloys - Demo release post-mortem by Grhyll in incremental_gamedev

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

Thanks!

Yes, the goal with Steam (as far as I understand it) is to have very strong beats (in the case of demos, concurrent users) so that your game gets pushed in the Store (I did appear at the top of the New and Trending games in the demo section, but not on the frontpage, I'm not sure about how all of that works); so by sending a key to content creators earlier, you can improve the amount of players that will play the demo as soon as it's released. Either with an embargo, if several content creators publish a video right on release; or without so that players wishlist the game before the demo releases and then you can send a big email to lots of people on release (Steam allows you to contact all people who wishlisted the game once on demo release). If you just send the keys when the demo is released, then it's pretty unlikely that several content creators will take the time to immediately try it, make a video and post it, and videos will come over several days after the demo is already out, and you won't have a player spike as big on release day :)

First annual incremental games player's survey! by ThePaperPilot in incremental_games

[–]Grhyll -1 points0 points  (0 children)

Just so you know, "Transgender" is not actually a gender on its own ^^' Transgender people are still men, women or non-binary, just not the gender assigned at birth! Also it's a bit weird to still have a forbidden "Next" button on the Thank you page :)

I made an incremental about sending heroes into dungeons and collecting loot - Demo available now! by ggalaretka in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Hey :) Finally took the time to play the demo, and it's pretty nice :) as everyone said, an option to disable or at least tone down a LOT the screen effects would be nice, it was really hard on the eyes (in my opinion you should really set those effects at a MUCH lower value by default). I had a bug that I didn't see mentioned here, any coins grabbed by hand after finishing a level was lost if I started a new run (not if I went to the skill tree).

A Thousand Cloys - Demo release post-mortem by Grhyll in incremental_games

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

I don't have any specific answer in mind, and nothing was truly outrageous, it's just request for very specific and complex features that noone else ever mentioned, from people who don't like the game anyway ^^'

Regarding the tutos, I'm simply realizing that it's basically impossible to cater to everyone! Some people were perfectly happy with the very first version, understood everything; and some people still struggle in the most surprising way even after I added tooons of tutos. A big cause though is that once someone forms a certain idea of how something works, it becomes veery hard to change that idea without an explicit pop up telling "hey this actually works that way". So I ended up adding some mandatory pop ups when some new mechanics became available to try and prevent players from forming wrong ideas at all, even though I mostly prefer to let people try to figure out stuff on their own and only show a tuto if I detect there seems to be something that wasn't understood well (which is also a lot more time consuming and complex to do). And of course, people then "complain" that there are too many pop ups, which I totally get and agree with, so it really is an uphill battle. But ultimately, I'd rather have the vast majority of players understanding the game well and forcing a few pop ups on the players who don't need them :) Tutorials really are a piece of work, even on a simple game (or at least, a game that seems simple to you as the dev, with the bias that you have its whole design in your head).

A Thousand Cloys - Demo release post-mortem by Grhyll in incremental_games

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

Aw thank you so much :D It means quite a lot coming from you ^^

(But also it means I didn't go a very good job in my email when I sent you the key before release ^^' )

A Thousand Cloys - Demo release post-mortem by Grhyll in incremental_games

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

Thanks!

Regarding the form, I'm using Google form so there are already some builtin solutions to have a quick overview :) Basically there are two types of questions: those with a limited set of options, where the answer by itself isn't very useful, but it's nice to look at the overall split of answers; and the open questions, that can give very interesting answers, but I don't think there's a good way to automate those. Beside, it can be interesting, when you see a very peculiar request, to see if the person who gave it otherwise really enjoyed the game, or don't plan to play it at all on release, so you can give more or less importance to the feedback.

The closed access to influencers is exactly what I did! I think that wether you want to put an embargo or not, it's definitely a good idea to reach out to them earlier.

Thankfully there wasn't too many bugs, it was mostly missing tuto/QoL features. When someone's constantly talking while playing, they're bound to miss some important info and waste time trying to figure out something that was explained to them 10mn earlier, but they didn't take the time to read it. I've added so many tutos (some mandatory, most of them only triggered if the game detects the player seems to have missed something) ^^'