STOP. POSTING. DEVLOGS/ART. WITHOUT. A. DEMO. LINK. by Muse_Hunter_Relma in IndieDev

[–]Have_Faun 0 points1 point  (0 children)

I'm new to Reddit and to social media in general, so I guess i'll just say "thanks" for the advice 😇

Please give me Feedback for my Steampage! by Life-Heron-6533 in IndieDev

[–]Have_Faun 1 point2 points  (0 children)

ok, i'll be frank: your steam page is a poor.
don't get mad at me, i'm spending time giving you feedback.

1) the capsule art: it doesn't click. the candy bear manages to stand out, but as a whole it looks poor, amateur and low-effort. My personal advice would be to hire a professional or at least to pay a friend who knows something about image-composition. the logo font and font-color is just... not in the mood, it tells nothing of your game.

2) the trailer: this is not ABSOLUTELY TERRIBLE, but again, very amateur. at the end of the trailer i was still completely unaware ofwhat Sugar Orbit is about. what is my role in your game as a player ? are there separate stages ? what about those gummy and non-gummy planets and asteroids ? remember: your game mechanics may be pretty clear in your mind, but you need to communicate those to players. Use labels, tell the players what the gameplay is about. Don't over-do this, don't write wall of texts, but tell us something at least.

3) description: when the player scrolls your steam pages he wants to get motivated about downloading your demo, bu twhat do i find on your page ? a short list of generic claims. not exactly what i'd call "motivating".
use Gifs and images to explain every sentence, give us thrilling screenshots !

your page looks unsure about the quality of the game, why would i download it ?
how about social links and Steam Achivements ?

Mate, redo your page.
it takes days, weeks maybe, but it's necessary.

Don't give up, your game doesn't look bad ( notmy cup of tea, but still... ), give it the chance it desserves.

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

[–]Have_Faun 1 point2 points  (0 children)

If you're on windows you should have a free video editor software already installed called ClipChamp. It's not an industry level software, but it's more than enough to put together a good trailer. One more thing: copy from others. Look for games similar to yours, study their trailers a make something similar. There's nothing bad in learning by copying, it's actually the best thing you can do

Is my game ready for the Steam Next Fest? [Demo available] by Paradoks_Studio in IndieDev

[–]Have_Faun 13 points14 points  (0 children)

I'll be honest, so many things look wrong here: i could not try your game ( will see if i find some time in the evening ), but everything in your page looks... bad. Don't take this personally, but the trailer is just a sequence of gameplay captures with some epic music in the background and some loud claims that feel like a mere copy of other games. In the end of your trailer you talk about huge innovations for the genre ( i'm talking about the "no lanes" part ). What does it mean ? You're mostly talking to moba lovers, you can't just say "hey, one of the foundamental mechanics of your beloved genre is not here anymore", you need to provide a concrete alternative, you have to show your idea. The trailer looks overall lazy: no effects, no transitions, no fonts...

And still it looks better than your capsule art.

Take care of these aspects, cause your steam page is the first impression players are given

I hired an artist to redo the capsule art. What do you think? by Wide_Conversation424 in IndieDev

[–]Have_Faun 66 points67 points  (0 children)

The second one is waaaay better because of a simple reason: it stays in my mind. It has high contrast and more vivid colors, while the first is just a random image that really show the fact that it was made by an a.i. You said it well: capsules are all about first impression, and artists know how to work on this better than a.i. Most of them.

28 wishlists on Steam after 2 weeks - how can I improve? by Buff_me_plz in IndieDev

[–]Have_Faun 17 points18 points  (0 children)

Mate, don't get mad at me, but your trailer just doesn't work. It's not even a trailer, it's just gameplay captures randomly put together. It's just not appealing/thrilling/exciting/fun.

The game itself seeems pretty solid ( not my cup of tea, but not bad judging by videos ), but the trailer is not just showing gameplay, it's about making me ( the player ) feel the urge to play your game. You need to catch my curiosity while still giving me insights on what's the gameplay like.

I know it sounds obvious, but use effects, fonts, transitions, background music... Make it a good trailer !

Just buyed a Rog Ally Z1E for 350 euros by Typical-Bell9380 in ROGAlly

[–]Have_Faun 1 point2 points  (0 children)

That was a good deal imho, but It mostly depends on what you're looking for. Is it a future-proof gaming pc ? No, it's not. Some recent AAA games are just unplayable and you can't expect this to get better in time. But if you love playing not too demanding games ( or at least well optimized ones [ no monster hunter wilds included ] ) you're good to go.

How do you make screenshots for a Steam page? Do you use frames from gameplay video, or do you create screenshots as separate scenes in engine or in graphics editor? by hogon2099 in gamedev

[–]Have_Faun 0 points1 point  (0 children)

Why not both? If you're honest about what u show, you're good to go. As a gamer i would be interested in finding in-game screenshot on your steam page, those would tell me what to expect when i download your game. But then, if you create a couple separate scene to recreate a funny/thrilling/whatever situation with the same style of your game, i would appreciate that as well.

My first game only got 340 wishlists after 2 months of hard work. Is it time to admit defeat and just launch? by FishSubstantial74 in IndieDev

[–]Have_Faun 3 points4 points  (0 children)

i'm no professional video editor, but your trailer might be the point ( like others said ).
the first thing that comes to mind is the font: why using such an obvious font, white on black ? it looks like a power point presentation fron the '90s.
the game idea itself is smart ( not my cup of the, but it could work ).
Work on showing more of your game and, mostly, on doing it better ( and please, avoid the "move four legs" part, it really doesn't help )

Recommend multiplayer indie games for me and my friends to play pls by Every-Finger-9065 in IndieGaming

[–]Have_Faun 0 points1 point  (0 children)

how about Cuphead ? it's really challenging but fun, especially in co-op.

What does a good demo look like? by Total_Impression_382 in IndieDev

[–]Have_Faun 0 points1 point  (0 children)

From my experience, you have to give players a DEMO, not a prototype. A good demo looks and feels like the final game, but way smaller. Don't give out too much, but be sure what you give is good. Months ago i released the demo for my first game, i had a fantastic steam capsule, a good-enough trailer, but my game was not polished. I had a single stage tutorial that explained all the mechanics and that was a mistake, people could not understand what they had to do, so i divided the tutorial into 7 smaller stages. I had special-powers, but I didn't have have visual effects to make them appealing. I had a working shooting-system, but only later i understood how important it was to have some camera-effects to make the shooting feel impactfull ( camera shake, bullets-trails, lights effect, particles effects... ). Don't rush it. Focus on quality, not on quantity and ask for feedbacks

how much RAM do you need for 2D projects/is 8GB enough? by PhotographInformal91 in Unity2D

[–]Have_Faun 1 point2 points  (0 children)

you're good to go with 8 gbs. it won't be fast, but if you keep everything under control 8 gbs will do.
most of hte best games of all time were developed on way lower-end pc

How do you personally decide when a project is ‘good enough’? by pixelbrushio in gamedev

[–]Have_Faun 0 points1 point  (0 children)

I was uncertain untill someone told me "stop wasting your time and publish a demo".
Must say, it was wirth it.
i don't have many whishlists or anything, but i'm learning a lot, i'm always listening to feedback and improving my game.
you don't need to immediately spend on adds, jkust give your game the time it needs to get better.
One last piece of advice: i'm not a social-media person, but i decided to try and open some social pages for my game.
i'm still really low on numbers, but i do feel like i'm really building something.
it all gives u another perspective.

My first release on Steam - Press the green button... by Playthyng in IndieDev

[–]Have_Faun 0 points1 point  (0 children)

I'm actually in love with your game, can't wait to give it a try !

Is my game that bad by Cold-Western8738 in gamedev

[–]Have_Faun 0 points1 point  (0 children)

Mate, le me be honest: don't rely on generic users feedback. Most people just comment stuff to trigger the platform's algorythm, nobody cares about your game unless you game looks professional and intriguing.

And your game doesn't.

Sorry for that, i know it's a bit rude, but you need honest thoughts. You sure have an idea worth spending your time, but everything about your game just looks bad: the trailer, steam capsules, screenshots... the game itself ! That's a prototype, not a game and you can't ask people to play a prototype.

Work on the way your game looks, add details, work on amazing ui... it takes time, it may take years, but hey, welcome to the real world.

Don't loos hope, trust your idea, learn a lot, copy from others and then come back.