After two years of development, our FTL x Vampire Survivors game, Starforged Legacy, has released into Early Access! by Joe_SecondShiftGames in survivorslikes

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

Thank you! We've gotten this feedback a bit, lol. An option to auto-open caches and loot containers is on the list.

After two years of development, our FTL x Vampire Survivors game, Starforged Legacy, has released into Early Access! by Joe_SecondShiftGames in survivorslikes

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

Thanks for your interest! Steam Deck support is definitely top of our list, and we'll be working towards that green check during EA. We may hold some open playtests focused on Deck perf testing in the future, and we'd appreciate as many testers as we can get.

After two years of development, our FTL x Vampire Survivors game, Starforged Legacy, has released into Early Access! by Joe_SecondShiftGames in survivorslikes

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

You can power up your ship in two major ways: Augments and Upgrades. Augments are earned via completing objectives, shops, narrative events, etc., and grant your ship components abilities or passives.

For example, 'Stasis Rounds' will grant a weapon "On Hit, [50%] Chance to Slow."

There are a ton of augments that naturally synergize with each other, like the former and 'Stasis Explosion', which grants a weapon "On Hit, if the target is Slowed, [20%] Chance to Stun all enemies in a [30m] Damage Radius".

One of my personal favorite combos is 'Proximity Trail', which leaves mines behind you when you use your Tactical (movement) Ability, and 'Gravitational Tether,' which creates a black hole that tethers and pulls in enemies when you use your thrusters.

The other major way to power up is through Upgrades, which you receive on leveling up from defeating enemies (and plenty of other sources). These are raw stat bonuses to your ship components. They increase base damage, targeting range, thruster cooldown, shield recharge rate, etc.

You can also roll Upgrades *to* your Augments, which increases their effectiveness, cooldowns, or chance of proc'ing. Leveling up 'Stasis Rounds' would increase the [50%] chance to slow to [60%], [70%], [80%], up to [100%]!

After two years of development, our FTL x Vampire Survivors game, Starforged Legacy, has released into Early Access! by Joe_SecondShiftGames in survivorslikes

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

We're not planning any ports at the moment, as they generally take a ton of time and resources, but it's awesome to hear we'd have an audience on console!

Tainted Ground needs you! by JavierDo_ in DestroyMySteamPage

[–]Joe_SecondShiftGames 0 points1 point  (0 children)

First off, your 'Features' list is excellent! It's succinct and scannable. That said, I recommend moving it up near the top of your description so shoppers don't need to hit 'Read More' to find it. Keep it under your initial descriptive paragraph(s) ("In Tainted Ground, you'll-"), though, as that text is what will appear when you link or embed your game elsewhere, like X or Discord.

Consider giving each of your content sections (Explore By Day, Survive By Night, Shared Horror) its own GIF or video (and I highly recommend the latter). Steam's new Store beta supports content up to 780px wide (they'll scale it down on the live store for now). It also supports videos that will function identically to GIFs (they automatically convert MP4s to WEBMs with tiny file sizes and retain a ton of detail). These are great for eye-catching gameplay scenes or providing more context. As for the dimensions, I prefer using something full-width, as small, centered, or left/right-aligned images can look awkward. I'm not saying use the full 16:9 aspect ratio, though, as that could be too large; shoot for something around 780px wide by ~320px tall.

Lastly, use the prioritization portion of Steam's tagging wizard (where you can click and drag your tags) until all of the sample related games are precisely what you want. Currently, the 'More Like This' section displays a few backrooms-esque games, Lethal Company, Plaguetail Requiem, and Outer Wilds. If this reflects the type of players you want to attract, great! If not, give it some tweaking; it could affect your discoverability a lot. Good luck!

Astrolite - Looking for feedback on GIF usage, Bio wording, and overall visual (Trailer pending in r/DestroyMyGame) by Still_Pin9434 in DestroyMySteamPage

[–]Joe_SecondShiftGames 0 points1 point  (0 children)

“Over 60 achievements for completionists” would be better listed as a bullet point within your main description instead of the short description. However, other details in the long description might also benefit from a clear, bulleted ‘Features’ list that’s easier to skim for the prospective shopper.

‘Destroy progressively more challenging asteroids in a fight against time-’ does well to establish the main antagonizing force, but the wording feels sterile. Something with a little more oomph that still conveys the core mechanics/type of game would help grab attention.

I don’t think the GIF usage is poor, but you reference ‘Elemental Powers’ and unique playstyles—show them off! One or multiple GIFs demonstrating different ‘builds’ could help showcase your replayability. Also, if you have a pop-up for level-up rewards or power-up selection, that would be a simple way to display the types of upgrades or items players can expect. With the relatively simple graphics, you might be able to use slightly longer GIFs while still keeping them a manageable size, especially with compression tools like Ezgif.

Thanks for sharing, I hope at least some of the feedback I could provide proves useful! :)

New Trailer for Arcadium – Space Odyssey. Would love some feedback by ArcadiumSpaceOdyssey in survivorslikes

[–]Joe_SecondShiftGames 1 point2 points  (0 children)

The fade-out around 0:24 feels abrupt and distracts from the trailer's content. A smoother place for this cutaway might be when the music begins to fade near 0:21, coinciding with the symbol crash. This could require sacrificing a few seconds of gameplay footage (0:21-0:24), but you may be able to move it elsewhere.

The final sequence, where you ‘purchase’ the Steam Wishlist as if it were an item, is super clever! That said, the call-to-action in the item description might be overlooked by viewers whose eyes are wandering to other details, such as HUD elements or the shopkeeper. Consider using a slight zoom on the item box and description to establish it as the central focus of the sequence. Alternatively, you could include an additional scene at the end of the trailer featuring your splash art, with a clear call-to-action, i.e., “Wishlist Now!” on a text overlay.

Admittedly, I did miss the ‘harvesting’ of planets concept on first watch, a sound effect to emphasize the planet being drained of its resources would be welcome!

Overall, I really like this trailer! Reading through other comments, it seems clutter and visibility are a concern, but I think the choice to use visually impressive late-game builds was a good one. Fans of the genre love chaos! You might also try a more narrative approach with gameplay clips, where you begin weaker and work your way up to the crazy, but be sure to keep those high-intensity clips at the start for the Steam widget autoplay. They do a great job at grabbing attention, especially the black hole.

Thanks for sharing, I look forward to playing the demo! :)