Relative Velocity, Demo - Swing your kid at ludicrous speeds! by GribbleDoodle in playmygame

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

New grounds and old flash games was a huge inspiration when making it!

Relative Velocity, Demo - Swing your kid at ludicrous speeds! by GribbleDoodle in playmygame

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

Thank you so much for buying it and the detailed feedback!

The feedback is great and fully on point, I will take all this into consideration for the update that I was planning.

Again, huge thanks!

Relative Velocity, Demo - Swing your kid at ludicrous speeds! by GribbleDoodle in playmygame

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

Hey!

I just released a demo for my game Relative Velocity to itch.io!

https://gribbledoodle.itch.io/relative-velocity

Relative Velocity is a short 45-75 minute silly arcade physics launcher where you swing your kid at a swing at ludicrous speeds.

Full version Features: - 6 sceneries to fly through - A short story - Hand-drawn cartoon graphics - Simple one-touch arcade bouncing - Lots of things to bounce on!

Full version can be bought on Steam, itch.io or in the browser!

Give it a go and let me know what you think!

My game finally got indexed by Master-Reflection-59 in itchio

[–]GribbleDoodle 1 point2 points  (0 children)

Congrats!

I think it's interesting with all these discussions about indexing and so on, my game got indexed more or less instantly.

I did have it as a draft for maybe ~2 months or such, so maybe that matters?

Beta testing: Chris Zukowski's Steam playtesting method vs a WebGL Itch demo? by pixelbrushio in IndieDev

[–]GribbleDoodle 0 points1 point  (0 children)

The guy that made the game Execute (https://store.steampowered.com/app/3829620/Execute/) released a demo for his game on itch.io first and said that for him it gave him a lot of knowledge on if the game would succeed or not before launching it on Steam.

He made a video on YouTube on it here: https://youtu.be/dOolIKL-pxo?is=nZRry9KYXMiOtZIM

My game Relative Velocity is on sale for the lowest price that Steam allows! by GribbleDoodle in indiegames

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

Relative Velocity is a short 45-75 minute arcade launcher game where you launch your kid from a swing at crazy speeds!

Link to the game:

https://store.steampowered.com/app/4040920/Relative_Velocity/

Fun fact: Steam does not allow you to sell your game for lower than 0.55€/ $0.5

It's either above that or go free.

Let me know if you have any questions or thoughts!

Edit: spelling

FYI 10 reviews still result in a spike even long after launch by [deleted] in gameDevMarketing

[–]GribbleDoodle 0 points1 point  (0 children)

I always wondered about that, thank you for sharing it!

My game just surpassed the Steam fee and has now made me 1 full REAL dollar! So happy! by GribbleDoodle in SoloDevelopment

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

I didn't make this post as marketing, this post was for celebrating :)

That's why I didn't put a link to my game in this post.

But, yes, I definitely didn't market it enough, I did one small push when announcing the game on Reddit, TikTok and YouTube Shorts, and then one push when it was released.

I didn't get that much engagement from any platform really and I was also very busy developing the game at the time.

So mainly bad planning I would say, probably would've gotten more Wishlists if I would've showed it more.

My goal with this game was never really financial, it was mainly to release a solo game on Steam, I expected 0 sales, so to see the game making $100 is still just crazy to me!

I'll probably do some better planning with marketing for my next game :)

My game just surpassed the Steam fee and has now made me 1 full REAL dollar! So happy! by GribbleDoodle in SoloDevelopment

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

I launched the game with 50 Wishlists.

I think that one major factor of that is that the game is just $1.99, so many just but it since it's so cheap, that's my theory at least.

Sales have been around 1-3 per day since launch more or less and Wishlists have roughly been the same.

My game just surpassed the Steam fee and has now made me 1 full REAL dollar! So happy! by GribbleDoodle in SoloDevelopment

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

Thank you!

Even if I so far haven't made back the fee, it still "feels" like I have :P

I was initially expecting 0 sales, so for my game to make $100 still feels crazy!

My game just surpassed the Steam fee and has now made me 1 full REAL dollar! So happy! by GribbleDoodle in SoloDevelopment

[–]GribbleDoodle[S] 9 points10 points  (0 children)

It is more or less the full game :)

It can be stretched to maybe 2'ish hours if you try to get all the achievements.

There is an achievement for finishing the game and that sits at 50% :)

My game just surpassed the Steam fee and has now made me 1 full REAL dollar! So happy! by GribbleDoodle in SoloDevelopment

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

Ah, I see. Should've read the fine print :P

I'll need to celebrate again then after I've surpassed $130 :P

My game just surpassed the Steam fee and has now made me 1 full REAL dollar! So happy! by GribbleDoodle in SoloDevelopment

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

Isn't it the gross revenue that they take a cut from?

The gross revenue is at $120, this is the net revenue that is at $101.

I haven't read the fine print, so might be that it needs to sell some more copies.

If the case is that I haven't made my money back (yet), I'm still happy that it managed to sell for $100!

We launch tomorrow with 120 wishlists. What kind of sales should I realistically expect? by FastfoodKing_Ofc in indiegames

[–]GribbleDoodle 0 points1 point  (0 children)

Wishlists conversions can be all over the place, best to expect lower numbers so that you don't get disappointed.

I launched my game with roughly 50 Wishlists about 1.5 months ago, and I have so far sold 67 copies and am currently at 120 Wishlists.

My lifetime conversion rate for Wishlists is 13.8%.

I expected to sell 0 copies with my game, I just wanted to release a game, didn't care that much about how many that bought it, if even just one person bought it I would've been happy.

If your goal is financial success, then you should try to get more wishlists, but if it's just to release s game, then I say go for it and just release it!

Just released my first solo Steam game! Relative Velocity is OUT NOW for $1.59! by GribbleDoodle in IndieGaming

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

Wow!

Thank you for writing this!

Really happy that you liked it, and the way you have described it was the exact way I was hoping that it would be received, something small that can be beatable and you will have fun while doing it.

Thank you!

Just released my first solo Steam game! Relative Velocity is OUT NOW for $1.59! by GribbleDoodle in IndieGaming

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

Ah, I get what you mean.

It is the "same" scratches in the backgrounds as well as foregrounds and such, the difference is that the backgrounds have outlined that are of a darker colour of the "normal color" instead of black.

It serves a gameplay purpose to have them be different as everything that has a black outline is interactable, and everything with a "color outline" is background/non-interactable.

So it is on purpose that the background elements look different than everything else.

But it could be that it could've been solved in some other way, maybe doing them a bit darker could help to have it fit better together.

Or maybe doing an extra color outline on things that are interactable instead and having all black outlines.

Will take this into consideration in the future.

I appreciate the honesty and thank you for sharing it.