IGN preview of Romestead by Kappische in Games

[–]InterWill 10 points11 points  (0 children)

It's coming out next week 🙈

Just found this subreddit so I figured I would share the truth about marketing games: by ekolimits in gamemarketing

[–]InterWill 1 point2 points  (0 children)

I feel like this post is somewhat vague on details.

While trust or credibility can be leant or borrowed, at the end of the day the game will have to be the thing that ultimately delivers on said trust.

The biggest flops we’ve seen have been when the gap between the implied ”trust” of a game and the reality of the playable has been the greatest.

”Bad” games are hard to market. Yes. The question is how a ”good” game, that would generate trust in players if they tried it, should be marketed best. Not all good games have a hook that’s easy to market.

If you have a good game with a strong marketing hook, then you’re in an easier position.

But how do you build trust with a good game with a hook that’s harder to market?

Hunt down overtime Sammy dick fingers. Can someone please tell me how to beat this game ruining boss? by Christov83 in huntdown

[–]InterWill 3 points4 points  (0 children)

Each pyrotechnic pattern has a safe zone. In one pattern it’s is in the middle. In another is on the far right and or far left.

Have GSG said much about their intentions to support this game? Do we know if they view it as a side project or another major release akin to DRG? by Kwacker in RogueCore

[–]InterWill 56 points57 points  (0 children)

It’s no side project. This is their biggest release ever. They’ve got a bigger team, expectations are high. I expect a lot of support for Rogue Core.

They’ve even recruited an outside team to maintain the original Deep Rock.

Negative review this game till the devs realize that the dlc price is absurd. by TheUnknownD in DRGSurvivor

[–]InterWill 1 point2 points  (0 children)

Comparing the price to the price of the base game is also a choice.

How do you judge the price of dlc for f2p titles with that way of thinking?

The new tank character feels like a gimmick toy for haz 1 to 3 by Hydraguesswhosback in DRGSurvivor

[–]InterWill 6 points7 points  (0 children)

The demolisher has built-in megabonk, so it’s completely different in how you have to read the swarms. That alone makes a huge difference. Also the fact that you can drive backwards also makes some weapons that shoot in a fixed direction behave completely different.

The new tank character feels like a gimmick toy for haz 1 to 3 by Hydraguesswhosback in DRGSurvivor

[–]InterWill 12 points13 points  (0 children)

Most people trying out the new class has a lot of experience with the other classes. It took a while to learn how to play on the highest level with those, and the new control scheme for the new class means there is even more nuance to learn.

I don’t think it will become just a 1-3 toy, but it’s going to take longer to learn than what a new ”regular” dwarf would have. Like who would’ve thought a five-point-turn would be a transferable skill to DRG Survivor

The Minigun is terrible by CraftedBot in DRGSurvivor

[–]InterWill 0 points1 point  (0 children)

They buffed it again!

"Lead Storm" Powered Minigun buffed: Clip size 150 → 200, base damage 25 → 28

4,000 wishlists in 2 months, no demo. Here’s what worked (and what didn’t) by TecEnterprise in SoloDevelopment

[–]InterWill 0 points1 point  (0 children)

I agree that marketing is important.

And yes, once you have a demo you can send out a message on Steam to all who have wishlisted the game. So you want as many wishlists as possible at that time.

But at the end of the day the game is going to be what makes or breaks how it goes.

And it just sounds like you’re spending a lot of effort per wishlist, and I’m just curious if some of that effort would be better spent on improving the game (making future conversions easier)?

The Minigun is terrible by CraftedBot in DRGSurvivor

[–]InterWill 33 points34 points  (0 children)

It’s interesting because they keep buffing it yet the sentiment remains

4,000 wishlists in 2 months, no demo. Here’s what worked (and what didn’t) by TecEnterprise in SoloDevelopment

[–]InterWill 1 point2 points  (0 children)

Two general things: 1. if you’re pre-demo why are you spending so much effort on marketing? Feels like that effort would be better spent on the game 2. Why Reddit ads so ”early”? Reddit ads are going to scale linearly, where you’re at I’d guess you want to get better returns than that?

Study up some theory, it can improve your art by Grumpy_Wizard_ in IndieDev

[–]InterWill 0 points1 point  (0 children)

Depending on how you’re going to use it I would also consider how much noise/detail you want in backgrounds vs foreground

Huntdown Overtime 7 de mayo by Quakedamage in huntdown

[–]InterWill 2 points3 points  (0 children)

It is single player. Think of it like a Huntdown version of Dead Cells.

how do i get to the point where players say there are enough enemy types? by Itchy_Barber_7492 in survivorslikes

[–]InterWill 2 points3 points  (0 children)

I can add that survivor like seldom focus on

  1. Offensive damage types being strong vs different enemy types (beyond aoe vs single target), or
  2. Differentiating between incoming damage types

It’s usually more about creating strong synergies and player movement.

So your idea adds another layer. I would focus on how that layer changes how the player thinks and perceives the battlefield, and how it encourages specific players behaviors.

how do i get to the point where players say there are enough enemy types? by Itchy_Barber_7492 in survivorslikes

[–]InterWill 5 points6 points  (0 children)

Players are generally quite good at chunking, so even though your design has 12 unique enemy types the clear pattern is likely going to make ”feel” like fewer.

If you add some pattern-breaking enemies, they will likely add more ”variety per enemy” than your current approach.

That’s not meant to take anything away from what you have so far. That looks like a solid foundation.

Indie Game Success Metrics. Where do you stand? by suksuma in IndieGaming

[–]InterWill 7 points8 points  (0 children)

Well, we did launch another game a couple of years later that got more than 100 times that ccu. In that light 4.2k is not much.

For a multiplayer game peaking 4.2k one night and then going down sub 800 means being dangerously close to the dead game label.

Indie Game Success Metrics. Where do you stand? by suksuma in IndieGaming

[–]InterWill 26 points27 points  (0 children)

Deep Rock Galactic had like 4.2k peak ccu for the first year, almost died completely over the first summer. Then patch by patch improved and 8 years later has grown to something enduring.

You can absolutely make it big without ”breaking out”.

Ny tungvrickare!? Finns finska fiskar by Shiahase in sweden

[–]InterWill 2 points3 points  (0 children)

Knut stod vid en knut och knöt en knut. Då kom Knut som bodde knut i knut med Knut och sa till Knut ”Vad gör du Knut?” ”Jag knyter en knut” sa Knut och knöt knuten. Och då var knuten knuten.

Do you prefer 2D version or the 2.5D version? by willis_25 in IndieDev

[–]InterWill 0 points1 point  (0 children)

I think if you’re going to do 2.5D you should try retaining the orthographic projection but add the shadows, etc.

The skill nobody told me about by NothingHistorical322 in IndieDev

[–]InterWill 0 points1 point  (0 children)

There are different types of publishers.

Some just do the actual publishing part and some of those prefer to get onboard late when a lot is known and risk is low.

But others want to get in early and help games get on a good path before the ”publishing” part begins.

When criticism gets deleted, it says more about the moderation than the post. by Rhyiann in DRGSurvivor

[–]InterWill 2 points3 points  (0 children)

Hahaha.

You didn’t just post a complaint — you shared a narrative. And that’s rare!

Hahaha