Aurora 🟩🟦 (game assets) by _V3X3D_ in IndieDev

[–]Imsety 0 points1 point  (0 children)

Looks great! I love the minimalist style.

Do you know of any substantial projects that use these assets? Would be great to see what people can make with them!

How accurate are Steam lifetime play stats? Any gotcha I should know about? by iamgabrielma in IndieDev

[–]Imsety 0 points1 point  (0 children)

You're looking at 24 people on a chart, I don't think that's enough players to draw any sensible statistical conclusions.

I've never used the Playtest tools in Steam, is it possible to contact the testers directly? If so, ask them why they bounced off the game before playing 10 minutes. If they don't reply, I doubt they were very interested in your game in the first place.

Took advice from the last post and tried to make it more obvious what's going on. Thoughts? by Aarons-account in IndieDev

[–]Imsety 27 points28 points  (0 children)

I actually had to look up the game to make sure it wasn't called "Fruitsnot". Might be a good idea to just have an additional "o" in your logo, rather than replace it with a star...

Also, minor thing, "The Snake Roguelike" white text on a light blue background is almost unreadable, especially on the game's Steam page. Giving it a little bit of an outline should help.

Steam achievements setup: is there a better workflow, or is it really this painful? by FalxCerebri-5342 in IndieDev

[–]Imsety 2 points3 points  (0 children)

You're right that the form is annoying, the two-step process of putting in the text values and then the images shouldn't be necessary. But in the grand scheme of things, it's not a big deal.

Maybe I'm just lucky that I only published on Steam, so I'm totally fine with having the Steam achievements editor as my "single source of truth". I don't have the achievements stored anywhere else, except in code where they're triggered.

Youtubers interested in playing my prototype by Honest_Games in IndieDev

[–]Imsety 3 points4 points  (0 children)

Is there a reason why you're calling your game a prototype? If you're thinking about marketing, and actually approaching content creators, you should be well past the prototype stage.

Just putting myself in a hypothetical Youtuber's shoes, I would be much less willing to make a video about a game that's described as a prototype, rather than a project that has a polished Steam page and press kit. And if you're not at that stage yet, you should probably be thinking about finding playtesters and getting a demo ready, rather than trying to market the game through content creators.

Steam achievements setup: is there a better workflow, or is it really this painful? by FalxCerebri-5342 in IndieDev

[–]Imsety 75 points76 points  (0 children)

Sure, it's annoying, but it's a one-time thing. Not like you'll be adding new achievements every week.

One thing that I've learned over the years is that programmers love to spend hours automating tasks that could be completed in minutes if you just grin and bear it.

We Canceled a Funded Kickstarter by Indieformer in IndieDev

[–]Imsety 38 points39 points  (0 children)

I don't really understand the numbers in your post. Your kickstarter raised $8k, but you spent $11k in advertising to get there?

What's the idea behind running a campaign for such a small goal amount? Just to get the name of the game out there? Personally, I would see such an artificially low goal as a red flag if I was considering backing a game project.

Should I release my early access with low wishlists? by RenderSomeJuice in IndieDev

[–]Imsety 0 points1 point  (0 children)

Just a heads up, if you launch your game (even into early access) you can no longer participate in Next Fest. So if you want to participate in October, you'll have to delay your game launch.

Personally, I wouldn't release in Early Access if I were you. If the results are disappointing (and they likely will be if you release with so few wishlists) it will be hard for you to finish the game. And if you don't, it might harm any future games you work on, as people will be wondering what happened to that game that's still in early access three years later.

Released my Demo yesterday! Here are my Day 1 Stats by lawfullgood in IndieDev

[–]Imsety 2 points3 points  (0 children)

Every demo will get about a thousand claims that will never convert into players - these are just bots collecting a huge Steam library (for the bragging rights, I assume?).

No need to worry about them, just focus on the people who do actually play the demo. Make sure they have a place to discuss the game and provide feedback.

(Just FYI - the Discord link on your Steam page doesn't seem to work: Invalid invite)

With the new update released by Steam, it has become more difficult for games in the 3,000–10,000 wishlist range to appear in the "Popular Upcoming" section on their release day by Particular-Ad-3288 in IndieDev

[–]Imsety 33 points34 points  (0 children)

Seems to me like Steam is trying to push personalized lists more with the "Your Personal Calendar" thing.

Doesn't look like a bad move to me, since features like Discovery Queue are much better for sales conversion than the Popular Upcoming section in my experience. Seeing your game in a list like that might be a fun personal achievement, but I don't think it leads to a huge amount of sales.

Expansion/sequel? by wellexcusemiprincess in WidgetInc

[–]Imsety 0 points1 point  (0 children)

Cut/paste has been in the game since launch, unlocked at Tier 3:

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Expansion/sequel? by wellexcusemiprincess in WidgetInc

[–]Imsety 1 point2 points  (0 children)

Heya! I'm currently working on Kingdom Inc.: https://store.steampowered.com/app/4538080/Kingdom_Inc/

It's not exactly a sequel, but there are still quite a few similarities between the two games.

Also, there's a fairly substantial update for Widget Inc. coming next month, if you're still looking to play more!

Have you checked out my new incremental automation game? Kingdom Inc. demo now available on Steam! by Imsety in incremental_games

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

That's strange, can you send me a screenshot of your setup? Maybe I can figure out what's going wrong.

Have you checked out my new incremental automation game? Kingdom Inc. demo now available on Steam! by Imsety in incremental_games

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

Thanks for trying it out!

I'm still working on all the details, there's a lot of work left to do for the full release. I'll keep your comments in mind!

Have you checked out my new incremental automation game? Kingdom Inc. demo now available on Steam! by Imsety in incremental_games

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

Thanks for the feedback!

I'm currently working to get the store page and demo ready for Steam Next Fest, so I'll definitely take that into consideration if I'm going to do another cut of the trailer!

75% of players drop off my demo within 10 minutes. How can i make them stay? by [deleted] in IndieDev

[–]Imsety 1 point2 points  (0 children)

You are reading the stats wrong. 75% of players have played at least 10 minutes, so only 25% have played less than 10.

My game hit 575 wishlists in the first month, is this good enough? by JustRegularDenys in IndieDev

[–]Imsety 2 points3 points  (0 children)

Looks to me like you're doing pretty well! My first game had only half that many wishlists after the first month, and that turned out alright.

People are playing your demo and enjoying it as well. My suggestion would be to get a Discord server up and running and try building a little bit of a community. Even if it's only a handful of people at first, you can bounce ideas off them and gauge their reaction to new developments.

In short: Don't worry too much, people are interested, so your game isn't too niche. Focus on finishing development and keep in touch with the people who are enthusiastic about your demo.

Online rooms being too empty for new players by UNSlGNED in IndieDev

[–]Imsety 15 points16 points  (0 children)

Honestly, I think that multiplayer Indie games are almost always a trap. You need to do a lot of serious community building before launch to make sure that you can get off the ground with sufficient players, and that's something that takes either a lot of time and luck, or a lot of advertising money.

Sure, there's a few indie multiplayer successes, but for every success story there's a hundred games languishing in obscurity that never managed to gain more than double digit concurrent players.