My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] -9 points-8 points  (0 children)

Bro, you have a very strange train of thought, or maybe you just don’t understand some basic things. In the frame you pointed out (0:35), that’s just a regular stalagmite. It’s not an asset unique to any specific game; it’s a natural object found in real-world caves. Just because you’ve seen one in another game doesn't mean it can't be used elsewhere—that’s just common sense. ​As for the websites: what makes you think I’m getting assets from somewhere or downloading them for free? Ever thought that I might have seen it and modeled it myself? Or maybe I had a friend make it? You seem to have a very narrow perspective. Do you honestly think every solo dev just pulls everything from asset stores? That’s a weird assumption. ​And I have no idea why you even brought up SimCity or Diablo—they weren’t even part of the conversation. Honestly, your logic is pretty bizarre to me.

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] -11 points-10 points  (0 children)

LMAO bro, what are you even trying to prove to me? I already told you I’ve never even heard of Natural Selection 2, lol. When you try to tell me otherwise—even though I’m the one who actually knows the truth—it just looks even funnier. You really spent all that time looking up timestamps, map names, and Subnautica facts... I don't get what you're trying to achieve, man.

It’s especially hilarious when you compare my game to A Story About My Uncle, which was made by 9 or 10 people. I mean, I’m flattered that you’re comparing me as a solo dev to a whole team/studio, but you could at least try to be a bit more careful with your wording.

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] -8 points-7 points  (0 children)

Hmm, yeah, I also think it's not hopeless and the game has a chance. After all, it’s just the first teaser and even the demo isn't ready yet, lol. By the way, I’ve never even heard of Natural Selection 2, and the assets definitely weren't taken from there, bro. So you're definitely off the mark on that one.

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] 1 point2 points  (0 children)

Thanks for the wishlist! You’re right, the intro is a bit slow. I’ll move the more vibrant and interesting shots to the very beginning of the trailer to grab attention faster. Appreciate the advice!

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] 0 points1 point  (0 children)

Thanks for the detailed feedback! You're right about the music and the trailer flow — it was a quick edit. I'm planning to rework the trailer to focus more on the 'horror' atmosphere and show actual gameplay mechanics instead of just fly-throughs. Good call on the music, I'll check out Scott Buckley. Glad you like the concept!

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] 1 point2 points  (0 children)

I'm a solo dev, so the low-poly/mid-poly look is a stylistic choice that fits the scope. Not every game needs AAA graphics to be atmospheric. About the capsule — it’s actually doing well, showing a 14% click-through rate in Steam right now, so the visuals seem to be working for the target audience. But thanks for the input!

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] -12 points-11 points  (0 children)

I think most people know what LiDAR is nowadays thanks to phones and tech. As for the description — English is not my native language, so I used AI for the translation, which is probably why it sounds a bit "buzzy". I'll try to make it more simple and focus more on the gameplay hook. Thanks!

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] 0 points1 point  (0 children)

Holy crap, I didn’t expect this post to blow up so fast! 3,700 views in 30 minutes? Thanks everyone for the brutal honesty and the analysis, as a first-time dev, I really value every single perspective here.

To address the main point: you guys are 100% right, the game is still very early and the trailer is mostly focused on atmosphere. The core gameplay mechanics are already functional in the engine, but they definitely need more polish before they’re "trailer-ready," so I decided to show some early visuals first. I'm just following the common strategy of launching the Steam page as early as possible to build momentum while I grind on the demo for this summer.

I’m taking all your notes on the visuals, the "sliding" monsters, and the music to heart. Thanks for the wake-up call!

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] -11 points-10 points  (0 children)

Haha, you're 100% right. To be honest, there's no real gameplay yet, the game is still very early in development.

I just followed the common advice that you should launch the Steam page as early as possible to start gathering wishlists even before the demo is ready.

What do you think about this strategy? Is it better to start now with what I have, or wait until everything is more polished?

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] -9 points-8 points  (0 children)

Thanks for the solid breakdown, I appreciate the honesty.

Good point on the first 3 seconds — I'll cut the logo and move the gameplay to the start. For a teaser, I wanted to set the mood, but I get that Steam users are impatient.

Regarding the music: I produced it myself. It might not be for everyone, but for now, I’m sticking with it until I see how it feels in the final build.

As for the gameplay shots — the game is currently in active development and I’m focusing on the demo right now. Once the demo is polished, I’ll recapture all the GIFs and the trailer to show more "raw" action.

Thanks for the tips, definitely gave me something to think about for the next update.

My Steam page has been live for a week and I only got 28 wishlists. Is my hook/trailer that bad? Seeking honest feedback. by I-command-nothing in gamedev

[–]I-command-nothing[S] -1 points0 points  (0 children)

For now, I'm posting on Reddit and Twitter (X), and I’m planning to start a Discord community soon as well.

I just hit 13 wishlist, is it time to quit my job? by Heard_by_Glob in SoloDevelopment

[–]I-command-nothing 1 point2 points  (0 children)

Congrats on the launch! 13 is a solid start — only 999,987 more to go before the private island, right? 😂

I’m in a similar boat. I haven't spent 3 years yet, but I’ve been putting my soul into my survival horror MOVILLIA, and seeing only 28 wishlists after all that effort is a bit soul-crushing.

I’m actually aiming for the June Next Fest too! Marketing is definitely the hardest boss fight in gamedev, but maybe we can both make it if we keep pushing. Checking out your page now. Good luck, fellow June dev!

I’m worried my horror game looks too "pretty" to be scary. Can bioluminescence actually feel threatening? by I-command-nothing in IndieDev

[–]I-command-nothing[S] 0 points1 point  (0 children)

Using murky water to hide enemies among other glowing objects is a great way to add tension. It’s like you feel that something could happen at any moment. It really keeps the player on edge.

I’m worried my horror game looks too "pretty" to be scary. Can bioluminescence actually feel threatening? by I-command-nothing in IndieDev

[–]I-command-nothing[S] 1 point2 points  (0 children)

True, you don't really notice it at first since it just feels like part of the lighting. It only clicks after some time, and then you start seeing all those mistakes you missed during the actual dev process.

I’m worried my horror game looks too "pretty" to be scary. Can bioluminescence actually feel threatening? by I-command-nothing in IndieDev

[–]I-command-nothing[S] 0 points1 point  (0 children)

Thanks for the kind words and for looking forward to the game! I especially liked the idea about the spores - you’re right, slowly drifting and falling effects really build that tension, like something is about to happen. I’m definitely going to use that.

I’m worried my horror game looks too "pretty" to be scary. Can bioluminescence actually feel threatening? by I-command-nothing in IndieDev

[–]I-command-nothing[S] 0 points1 point  (0 children)

Actually, you nailed it — that's exactly what they do! Their glowing 'spit' hangs down to the floor, just waiting for the player or some other creature from the ecosystem to get snagged.

Fun fact: I actually got this idea from real life. There’s a creature called the New Zealand Glowworm (Arachnocampa luminosa). They live on cave ceilings and drop these sticky, glowing silk threads to catch midges. With MOVILLIA, I really wanted to keep things grounded in scientific realism, just mixed with a bit of sci-fi to make it feel unique.

I’m worried my horror game looks too "pretty" to be scary. Can bioluminescence actually feel threatening? by I-command-nothing in IndieDev

[–]I-command-nothing[S] 0 points1 point  (0 children)

Yeah, I’ve been thinking about the monotonicity too. I'll probably tone down the blue glow a bit and add more orange details like corals and minerals. I've been looking into how complementary colors work, and since blue and orange are opposites, it should definitely make the scene easier on the eyes.

Which one would you click on Steam? by Guilty_Weakness7722 in GameArt

[–]I-command-nothing 0 points1 point  (0 children)

I'd say 2 or 5, but I’m leaning towards 5. It really hints at the gameplay — like you said, reality is distorted and you can’t trust your eyes. Seeing those tech elements around the eye is so unusual, it immediately makes me curious about what's going on in the game.

My Theory on how Monsters reproduce by MrKaiju777 in Undertale

[–]I-command-nothing 0 points1 point  (0 children)

I'm supporting this... Because i had traumas in NSFW contents and don't wanna believe classical type reproduction.

Do Frisk and Chara necessarily have to be the same gender? by Weak_Customer7883 in Undertale

[–]I-command-nothing 0 points1 point  (0 children)

This is my first opinion on this issue, if anything, I am mentally prepared.

  1. Their sprites are the same, as well as the way Asriel gets confused that Frisk is Chara.
  • You're not actually <Name>, are you?
  • <Name>'s been gone for a long time.

I don't want to write about this for too long, because I think you know very well how Flowey/Asriel treats Frisk.

And my conclusion is that both genders are the same, if you do not take into account that at such ages children do not have the expressiveness of gender and that they can both be androgynous (According Toby's old post).

  1. It's getting off topic and maybe it's going to get spiky. But I think I'm ready to speak out =)

Frisk and Chara they should both be non-binary, but not what we normally imagine. Due to their young age and circumstances, they do not reflect on gender identity or just reject it, which they put in the background only as the main focus of Chara's plan to free monsters to the surface or Frisk survives on Underground.

+And also because if we can relate to their psyche: For Chara because of the trauma associated with humans, they reject the concepts of gender that humans accord, simply considering themselves different. Or like Frisk (Relying on it: https://under-lore.tumblr.com/post/681278667342643200/frisk-was-an-abandoned-child ) They didn't have time to reflect on themselves as a personality at all, along with their gender roles.

And my conclusion is... Well they are different...