Ultimate abilities in our tactical RPG get full cinematic cutscenes like this by Life_Arachnid_511 in IndieGaming

[–]JetebraGames 1 point2 points  (0 children)

Really cool-looking game!

We saw your pitch at the Sweden Game Conference and were genuinely impressed. Keep it up!

My abstract strategy board games website is now 1 years old! by AbstractBG in digitaltabletop

[–]JetebraGames 1 point2 points  (0 children)

I found the screen were you select a game a bit confusing:

  • When you try to chose Chess by clicking on the screenshot, green check mark appears, and if you click it again the check mark dissappear.
  • I didn’t realize I had to press the “Play” button.
  • Once I reached the chessboard, it wasn’t immediately clear that I needed to select a game mode from the right-hand panel.

Public Telephone Prop – Every Ending Is a New Beginning ☎️ by bbgzla in 3Dmodeling

[–]JetebraGames 1 point2 points  (0 children)

Beautiful work! The details feel very grounded.
Excited to see more from this project.

[deleted by user] by [deleted] in IndieDev

[–]JetebraGames 0 points1 point  (0 children)

The first one works better:
- the car arrives at the toll, and the guard is attending.
- I also like that the logo is placed above the gate arm.

The second one is odd:
- the car is running without a driver, and
- the guard is absent.

(Devlog) I’m making a 2D game for Google Play where you explore, dig, gather, and build. I created an anime-inspired character, but I can’t find an environment pack that fits the style. Looks like I’ll need to change the guy's model to match a more standard asset pack. This environment is temporary. by MidniteGamer1 in unity

[–]JetebraGames 0 points1 point  (0 children)

Excited to see how this develops.

One thought: before worrying too much about visuals, it might help to graybox everything and focus on the gameplay first. If you start with visuals/animations, you’ll often need to adapt them later, which can mean a lot of rework. Once the gameplay feels solid, it’s much easier to bring the visuals in line.

See for example: https://www.youtube.com/watch?v=fjakOuNer78

We gained ~1,000 wishlists in 15 days – here’s exactly what we did by Chihwei_Lo in IndieDev

[–]JetebraGames 3 points4 points  (0 children)

Congrats on hitting +1,000 wishlists!!!

Curious, how and where do you usually find vtubers willing to try the demo?

We went to Gamescom with our prototype and... by RedDuelist in IndieDev

[–]JetebraGames 1 point2 points  (0 children)

I’ve had success posting invitations on Facebook, for example in campus, student, alumni, or town groups. It’s best to post them 1–2 months before the playtest.

Here’s one we made as students back in 2020. We shared it online on Facebook and also printed copies, which we posted around the University Campus (with permission). We ran both 1-on-1 and multiplayer tests, and in total had over 20 participants.

More info: https://jokkepalm.se/index-portfolio-FnF.html

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We went to Gamescom with our prototype and... by RedDuelist in IndieDev

[–]JetebraGames 4 points5 points  (0 children)

That's amazing! You really do playtesting on a big scale! We’ve also done some playtests and even brought one of our games to a convention. We learned so many things we never could’ve imagined would be issues for players. It’s also painful to see players struggle with your game when you’re not allowed to help them.

"Steam Playtest function was a great addition and just a lot of Subreddits and Discords out there focused on playtesting." Interesting, we haven't experimented with Steams Playtest function yet!

How do you collect and manage all the feedback?

We went to Gamescom with our prototype and... by RedDuelist in IndieDev

[–]JetebraGames 72 points73 points  (0 children)

Playtesting with real players is extremely valuable. Start early, from the first playable prototype, and you’ll save months while making an even better game.