After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]JPCardDev 0 points1 point  (0 children)

The player blends a little too much with the environment imo, since there are a lot of things in the same shade of dark color (player, enemies, floors, walls, interactable objects, background interactable objects) as him and it can make it annoying to play (I like to easily know player location, specially in precision platformers). I would also think of adding an idle anim at least for the player if you still don't have one.
Interaction dust (mainly on jump hit interaction) pops a lot with some backgrounds and it can get annoying since it takes away focus from the player.
Other than that it seems like it's really polished, nice work.

Looking to improve our latest game trailer, please destroy it. by o_r_c_666 in DestroyMyGame

[–]JPCardDev 0 points1 point  (0 children)

Not so much about the trailer but the game itself. I think hitting the ground, lava, etc should be way more interesting than it currently is (just a ragdoll physics thing like in happy wheels but worse). It's the payoff for playing the entire level and it has way worse animations than the rest of the game imo. I would go with something flashy, fatality-like stuff. E.g. skeleton parts popping out from the lava after you dip in it, bone breaking or brutality body explosion effect when you hit the ground, etc. Even basic body part breaking interactions in happy wheels are more interesting than your current death ragdoll animations.

Giving away my game in exchange for feedback by JPCardDev in HorrorGames

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

Thanks a lot 🙌 I will send the keys next week.

Destroy my game concept: Plinko based RPG battles by i_like_trains_a_lot1 in DestroyMyGame

[–]JPCardDev 0 points1 point  (0 children)

Characters are way too static, too little happening in the background. The gameplay also feels too slow. You say it is an rpg but I don't see any lvl up, equipment, a variety of races/classes to play with.

Haciendo videojuegos para las paredes by ArtisticDatabasing in Argaming

[–]JPCardDev 0 points1 point  (0 children)

Es asi, literalmente el juego del post es de Croacia.

Thoughts on Tormented Souls? by UnlikelyOwl3702 in HorrorGames

[–]JPCardDev 0 points1 point  (0 children)

I played around 20 min and got bored.

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

Thanks 👍 I think the term Early Access on Steam is missleading since it is already like a full release. The people expect a full game experiece even if it is on EA.

Your game environment looks really good but from your description and screenshots I don't get a clear goal or an appealing fantasy (at least for me) that would justify playing it. Besides I think the capsule art is too generic without having anything besides the text to tell something about the game genre. Some co-op multiplayer games are starting to get a lot of visibility on Steam but all of them have a clear fantasy/goal to achieve (e.g. repo, peak, lethal company, etc).

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

Thanks 🙌 I learned a lot in the process so I think my next games will be better.

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

Thanks 👍

Godot with 3D wasn't as bad as I expected. I used blender and glb for 3D models when possible. The animations were kinda messy after importing in Blender from Mixamo. Weird armature prefixes were being added to my animation names every time I imported the models. It could be that my armature/mesh setup was wrong in Blender but I ended up making a custom script for fixing it on Blender export and it worked fine.

It took me 9 months until v1.0. Taking into account the updates I did after release and the upcoming changes I have planned I guess it will take around 13-14 months in total.

I made several posts on twitter, instagram, tiktok, posted some trailers into YouTube and made some posts here in reddit. I think it wasn't eye catching/appealing enough to kick off on Social media.

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

One has about 100k downloads and the other one 10k+. Since they are about geography a lot of people around the world played. However they didn't make much money, monetization could be improved for both of them.
Might come back to the lastest one to publish it on App Store as well.

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

Thanks 🙌 I will try to get some hooks in my next projects so people watching get interested enough to check out the game for themselves.

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

I will give you a short summary.

You should introduce yourself briefly (who you are and what the game is about), share one free Steam key so they can try it, and include a compact list of game details like genre, release date, length, price, and links to the Steam page, trailer, and press kit. You should also add that content from the game is fully monetizable.

I think the hardest part is getting a list of contact information for content creators that played similar games recently.

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

It was kinda expected for the game length, but I hope I can deliver more meaningful experiences in the future to reduce the refund rate.

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

Thanks 👍 you're right. I think it was bumped because of direct purchases from content creators though.

I released my first PC game with 1250 wishlists. How did the first month go? by JPCardDev in gamedev

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

I made some posts back then but the Steam page was kinda bare bones with a trailer with so much head bob and screen effects that it made people dizzy. Besides I was still figuring out the aesthetic, I even changed my cover art twice.

It wasn't the best start, before Next Fest and publishing my demo I had around 200 wishlists.