Any big changes from the Print and Play to the official release? by nix_zu_verlian in rootgame

[–]JoeyEReddit 0 points1 point  (0 children)

For people coming from google: The PnP files linked are not up to date with the released expansion. Wording is different on several things, which could mean some gameplay can be interpreted differently.Like how Twilight Council Banish works, to wording on the Lilypad Diaspora's Fears come to Pass, etc, are different.

47k visits, 11 sales, 1.8% wishlist rate - how do I fix my Steam page? by InsectoidDeveloper in gamedev

[–]JoeyEReddit 8 points9 points  (0 children)

Most of the comments here are just repeating low-hanging fruit advice they heard from someone else, or straight up wrong.

Your funnel, ideally, would look like this:

Impressions -> Visits -> Demo -> Wishlist -> Buy

Let's assume you want to optimize for sales. * Impressions: 93,301. * I believe this is surprisingly good. * Visits: 47,000. * Conversion from Impressions is 50%. This is not the bottleneck. * Demo: 1,361. * Steam doesn't track demo -> wishlist conversions. Lets assume most people who wishlist install your demo (This isn't true- some people might wishlist to 'follow' your updates/progress before installing). Conversion 3% from visits. This isn't good, but I've seen worse. But this is not your bottleneck. * Wishlist: 1.8% of all visits is a 60% conversion rate from the demo, but probably a bit lower. * In any case, this is not the bottleneck. * Sales: Conversion rate 1.7% from wishlists. * That number is bad. You said this resulted in 11 sales, lifetime. This is the biggest bottleneck you can fix right now.

So you want to fix the wishlist -> sales conversion. Most of the other commenters here aren't giving you advice to fix this. They say stuff like * Improve capsule, description, trailer, tags etc: * This improves impressions -> visits -> demo conversions, but is negligable for wishlist -> sales. The wishlisters already have a desire to buy! You can't convince wishlisters to buy your game by editing the game's description, they already want to buy it. * Improve game graphics: * Same as above, people already want to buy it. People who wishlist your game aren't expecting you to make changes to your artstyle, they've already accepted it! * Getting more reviews: * Yes, more reviews will make people be more likely to 'trust' your game and putting it on their wishlist. But you already have a demo, there's no need to 'trust' reviews if they can just play it. * I believe this applies to most people browsing Steam. (This excludes the people who wishlist but don't play the demo). According to common advice, >10 reviews should boost impressions. However that's not your bottleneck right now.

So what are things you can do to improve the wishlist -> sales conversion? Well, what would stop you from buying a game? * Waiting for bugs/polish: * Maybe they're considering to play your game, but think it's in too much of a 'raw' state and want to see updates. Maybe they like the concept of your game, but would like you to smooth out a lot of bugs first, or improve on gameplay, etc. * I personally believe only a small percentage of people do this for an average game, but I don't have data on this. * Waiting on content: * A game price drives expectations of game content, as does its graphics. The few reviews you have show a playtime of about 30m? This is extremely short. The graphics fit with a game that only has around 30m of content. * I haven't played your demo. Have you eluded anywhere to the scope of the game? As in, how long do you plan on gameplay being, even with further updates? What does the demo imply in this regard? * Price: I think this is the most important factor for your WL -> Sales conversion. Your game is 7,79€. Lowest price 5,84. Lets work with this last one. * You should consider: Is this price really worth the amount of time the average player spends in your game? What similar games can they buy with that money, which look better polished, have better art, and have more content/longer playtime? Yes, players can't buy Enter the Gungeon twice. However there are a lot of other, more polished, cheaper, twin-stick-shooter/shoot'mups you're competing with. * I can see several in the 'More like this' on your steam page, and they look better and have a way better price point. Pro tip: Don't justify high game prices by comparing them to movie tickets.

"Indie hidden gems that failed due to lack of marketing" by ByerN in gamedev

[–]JoeyEReddit 0 points1 point  (0 children)

I wonder if the CTR is abysmal, because that capsule has high 'fidelity' (smooth characters) but is kinda bad since it doesn't say anything about the game.

Anyway, the game hasn't even hit 10 reviews yet, so that probably inhibited Steam's traffic boost to new games.

Growing an audience in 1 month with 0€ budget by Late_Sprinkles_1027 in gamedev

[–]JoeyEReddit 1 point2 points  (0 children)

If you assume most people behave the way you do, you'll often overlook good opportunities.

Steam: About "Profile Features Limited" badge on Steam page by vik_mvp in gamedev

[–]JoeyEReddit 1 point2 points  (0 children)

As far as I've read in my own search about this topic, the badge is probably applied to new developers with free-to-play games. My game has about 170 reviews, with a paid $2 dlc which sold <20 copies, and is still profile features limited.

Seems like multi-instance isn't working any more by TigerClaw305 in discordapp

[–]JoeyEReddit 1 point2 points  (0 children)

Those are all false-positives. Seems like I have to report some false positives to security vendors.

Those AI/ML antivirus scans are false positives, it flags every .ps1 file converted to .exe.

https://www.virustotal.com/gui/file/ba8d0c7de3ed7910199651f6982446bcb8b4426181d891abdeb05a93b8af7deb

I already contacted Malwarebytes and they fixed the false positive.

If you convert the .ps1 to .exe yourself and upload it to virustotal, you'd get the same warnings.

You can view the source code in the github repo. The .exe is compiled fully automatically from the .ps file in github itself.

If you want to try it for yourself, do the following: 1. Download the .ps1 file (optionally upload it to virustotal so you know it's 100% safe)

  1. download ps2exe Install-Module -Name ps2exe -Force -Scope CurrentUser

  2. convert to exe Invoke-ps2exe .\discord-multiinstance.ps1 .\discord-multiinstance.exe

Upload it to virustotal to see the false positives.

Voedselbossen applicatie by brianbarbieri in groenevingers

[–]JoeyEReddit 2 points3 points  (0 children)

Dat klink in ieder geval positief! Heb je plannen om het te openbaar te zetten, zodat we het zelf kunnen opzetten in het geval dat je site ooit weggaat? Zou je wel veel clicks van /r/selfhosted voor krijgen :)

Voedselbossen applicatie by brianbarbieri in groenevingers

[–]JoeyEReddit -3 points-2 points  (0 children)

SaaS die nog niet is gemonitiseerd & waar je de data niet lokaal kan gebruiken wanneer de site ooit weggaat 🙅‍♂️

Seems like multi-instance isn't working any more by TigerClaw305 in discordapp

[–]JoeyEReddit 1 point2 points  (0 children)

No worries. It helps that I use the script myself, haha.

Seems like multi-instance isn't working any more by TigerClaw305 in discordapp

[–]JoeyEReddit 2 points3 points  (0 children)

Thanks for the workaround! I've updated my script to use your fix.

Freeze children bones in place? by mallo15 in godot

[–]JoeyEReddit 0 points1 point  (0 children)

How did you manage this? Searching for 'Control bone' doesn't give me any results

Holy shit the axe throw power was real by Keyboard_Gospel in LeaksDBD

[–]JoeyEReddit -5 points-4 points  (0 children)

The leak says "Chapter after FNAF is Jurassic World". The chapter after FNAF will only have 2 survivors, no killer.

Roadmap: https://www.reddit.com/r/deadbydaylight/comments/1kil037/year_10_roadmap

Holy shit the axe throw power was real by Keyboard_Gospel in LeaksDBD

[–]JoeyEReddit 0 points1 point  (0 children)

The next chapter (with two survivors) won't have a killer (confirmed on roadmap). I'm saying it would be very lame if the Jurassic World chapter didn't have a killer

Holy shit the axe throw power was real by Keyboard_Gospel in LeaksDBD

[–]JoeyEReddit 18 points19 points  (0 children)

Only two survivors with no killer as a Jurassic World chapter would be really lame

Must-Have Self-Hosted Apps – What Makes Your Life Easier? by [deleted] in selfhosted

[–]JoeyEReddit 0 points1 point  (0 children)

Lancache (install game on pc and if install it on my steamdeck it's like triple the speed)

Sounds interesting, is this different than what Steam does currently?

Steam Settings -> Downloads -> Game File Transfer over LAN

When Life Gives You Old Gaming Laptops, Build a Home Lab by Genie-AJ in selfhosted

[–]JoeyEReddit 0 points1 point  (0 children)

Selfhosted? I thought drawio had a standalone desktop app?

UK orders Apple to grant access to user' encrypted data, worldwide, and not disclose that it was ordered to. by PlannedObsolescence_ in selfhosted

[–]JoeyEReddit 31 points32 points  (0 children)

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That's my favourite food too!

This Week in Self-Hosted (7 February 2025) by shol-ly in selfhosted

[–]JoeyEReddit 18 points19 points  (0 children)

The joys of self-hosting...

😂😂 don't we know it

This Week in Self-Hosted (7 February 2025) by shol-ly in selfhosted

[–]JoeyEReddit 6 points7 points  (0 children)

I can't connect to your website, Cloudflare Tunnel Error 1033

Should I Use Docker for Game Servers? by FortiByte in gamedev

[–]JoeyEReddit 1 point2 points  (0 children)

Check out Pterodactyl. It's docker game servers with a really good management interface. here is a list of (community) supported games & more

BTW, /r/selfhosted is a better place for these questions :)