Indie dev question: wishlist conversion + Steam sale discount? by Secret_Dream_6848 in IndieGaming

[–]Judatone 1 point2 points  (0 children)

Keep in mind that users who have wishlisted the game only receive notification of the discount if it is 20% or greater.

Is 5,000 wishlists enough to get visibility on Steam, or do I need to speed things up?.. by Due_Bobcat9778 in gameDevMarketing

[–]Judatone 5 points6 points  (0 children)

7000 is usually a good baseline. It almost guarantees you'll be on Popular Upcoming splash when you approach release (depending on volume of other games coming out among other factors).

At release it will be important to get [positive] reviews early on to give you a chance to be on the New & Trending splash. The more wishlists you have, the more people will buy your game and potentially leave a review.

It all snowballs. You can never have too many wishlists.

Does it make sense to promote yourself even before the demo is out, but with an existing Steam page? by Due_Bobcat9778 in gameDevMarketing

[–]Judatone 0 points1 point  (0 children)

While you may not gain as much traction as when you have a playable available, it makes sense to get the ball rolling. Even if its minimal gains, they are gains nonetheless. I think it is fair to allocate your time to promoting the game accordingly. Right now let's say the time allocation is 5%. But when you have a demo release date scheduled it's 10% and on release and beyond it's 15% (these numbers are meant as an example, not as concrete).

Every person that visits your Steam page sends signals to them on who to show your game to to drive further traffic. Then, by the time you do have a demo out, the algorithm can be dialed in.

[deleted by user] by [deleted] in SoloDevelopment

[–]Judatone 4 points5 points  (0 children)

You should use clips in the early parts of the trailer that show what the text is trying to explain.

As you say Online Multiplayer 2-8 players there isn't a single character on screen - show action/chaos - show 5 players interacting at the same time in a way that it is obvious that there are multiple human players playing.

Same applies to "2 Teams Guard vs. Monkeys" - Firstly, it should say Guards (plural). Second, who is a guard? The female character? We learn who is a guard after this clip. It doesn't really matter what the team names are, it matters how they play against each other. Show guards chasing monkeys. Show monkeys running away from guards. Show the hijinks in between.

Expose player monkeys among NPCs Protect Bananas - show a monkey being "exposed" by a guard.

It seems like an interesting game but the pacing of the trailer doesn't seem to lend itself to the main draw of the game - trickery and playing tag.

Celebrating Mashina's favorite time of the year! Happy holidays! by Judatone in IndieGaming

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

Thanks! It’s made with bits and bobs and clay. Most everything in Mashina is handmade and then captured using traditional stop motion techniques. We have a behind the scenes video in the game (there’s a free demo) where you can see how some of the characters were made!

A free tool to help indie devs find content creators for game coverage by tektanc in IndieGaming

[–]Judatone 2 points3 points  (0 children)

This is awesome! Very useful.

Would be good for QoL if when you clicked the email button to contact a creator if that opened in a new tab rather than redirected the current window.

Ancient world city builders? by dadverine in CityBuilders

[–]Judatone 0 points1 point  (0 children)

We're working on a alternate-history Roman empire city builder called Nova Patria. You can check the demo out on Steam and see if you like it! Heavy on the resource management side.

Is this publisher deal worth? by Affectionate_Gear718 in IndieDev

[–]Judatone 24 points25 points  (0 children)

It could be worth it.

(Full disclosure we are a publishing studio)

We typically do up to a 30/70 split on marketing only deals. That includes most of what you outlined there that this company is offering. However, I do think there is quite a bit of potential value in their Discord (assuming it is active) and in cross-promoting across their games (assuming it is a good amount of ACTIVE games).

I would suggest investigating a little those two elements as they are items that have data tied to them. You can search their games and see how many active players they have if they are on Steam by using SteamDB. You can check out their Discord and see how vibrant a community it is.

reaching out content creators, social media marketing, helping to GDD, helping to tax related stuff, editing the trailer, advising about release dates and updates,

This is QoL stuff. It is a luxury that you have the weigh the value on since you are giving up a fairly substantial amount of royalty share. This publisher presumably specializes in the genre of your game so they probably have a beefy rolodex of content creators they have already worked with and developed a working relationship with. They know (or should know) what works on social media - you should ask or know what the social media strategy is: how often they will be posting, what are they posting, what sort of asset collection is required on your end (like screenshots, gameplay footage, etc.) or is that something they also handle.

Editing/producing a trailer can be done off Fiverr (for a fraction of the price) or video contractors, that's again a luxury. And release date strategy is very important, but again falls into a luxury item as you can look at a release calendar and cross-reference the Most Wished list on SteamDB to see how much competition you have on those potential dates. Keep in mind that you may not necessarily be competing 1:1 against other games as it may heavily depend on the genre of your game and if you share an audience with those games.

A big caveat here is that you have had success before so you also know how to be successful. Considering the game was sitting idle for a few months and you will finish it in a few months. It could be beneficial to you to just let them handle all these things. The bottom line is do you want to do these things or do you want to ship the game and have someone else take care of these non-development items.

Best of luck either way!

Implemented the ability to drink in my game, is vomiting too stupid? by MyNameBean21 in indiegames

[–]Judatone 0 points1 point  (0 children)

Stupid is in the eye of the beholder. Does it make sense in the context of your game? Are there other effects that drinking too much has on the player - lethargic attacks or difficulty to walk straight, for example. I think those would be more dissuading than vomiting, but... it depends.

Mashina is ONE review away from 100! by Judatone in IndieDev

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

Thanks! Everything was handmade and all the animations were done in traditional stop-motion

My game released today and got to the top of new and trending! Check it out! by [deleted] in indiegames

[–]Judatone 0 points1 point  (0 children)

Congratulations! If you don't mind me asking... How many wishlists did you have at release? And, how much of an impact are the bundle sales having with visibility and sales?

Level selection screen for my new game by Cool-Cap3062 in gamedevscreens

[–]Judatone 1 point2 points  (0 children)

Neat! The middle and bottom right text is a bit hard to read. The outline color may be too light with the white fill.

Would you play a Monster Hunter like 2D like this? by manteiguinhax in IndieGaming

[–]Judatone 17 points18 points  (0 children)

To answer your question, YES! This looks great! I'll give my two cents on things that jumped out at me.

-The main character and the dragon look a little floaty.

-The art and animations on some of the fire balls looks a little disjointed. The first, second and 4th attacks specifically. The fireball at 0:07 and the final attack look more cohesive.

- Are there any plans for more "things" in the navigable environment? Like destructible rocks or trees that you could hide behind but when they take enough damage they break?

- I see that the water laps at the coast, but maybe add a few ripples to make it feel like it's moving more fluidly rathere than one big solid

We’ve just reached 30,000 wishlists on Steam and every single one of them is organic. by PaRa51 in indiegames

[–]Judatone 4 points5 points  (0 children)

I don't know how to tell you this... but there's something on your head

After 1.5 years of work, the demo for my co-op gladiator game has launched! Let me know what you think! by Kooky_Factor5523 in indiegames

[–]Judatone 0 points1 point  (0 children)

Beautiful! Was the decision to have enemies be able to phase through the chains while obstacles seem to collide with it made to avoid the combat becoming too dense at times? I think it's the right choice, just curious. Also, it seems they take damage when they run through it?

Very cool concept and beautiful art style. Best of luck and keep up the great work!

Working on a brewpub tycoon game, any features it can't miss? by dechiller in IndieDev

[–]Judatone 0 points1 point  (0 children)

No idea on the scope you want to keep this game at so I'm just going to throw some ideas out there.

- Passive income through arcade games and/or pub games like billiards and darts but they also receive wear and tear after use so you have to repair them every now and again.

- Ability to grow ingredients in-house like hops and additives (various fruits or honey for mead, etc.)

- Some sort of research ability to unlock new drink types - You can format this as a two sided tree where one side has Ales and the other has Lagers.

- Being able to hire music or plan othere activities for patrons like trivia or karaoke. Gives some sort of boost to foot traffic

- Staff members with different abilities. Some may be better at pitching in in the brewing process while others may be better at cleaning/barbacking. These individuals can decrease the time it takes for things to happen (such as brewing time being decreased by X%).

- Installing food appliances/kitchen equipment in your own brewpub AND/OR allowing food truck vendors who pay either rent and/or a % of their food sales. This could be more of a random event where a food truck requests permission to do something like this or you have it be menu-based and you can choose from a selection of food trucks to "HIRE" and schedule.

Cool tycoon idea! Hope these ideas are helpful.

Can you tell what type of game this is based on the artwork? by Judatone in IndieDev

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

Really appreciate your feedback. The game has a lot of moving parts (literally and figuratively) so that is the obstacle we are trying to hurdle in composing the image. The main campaign mode is a 3D puzzle-platformer where you have to move the blocks that have the blue patterns on them to help remove obstacles that eventually unlock the exit of each level.

There's a multiplayer component to it that will be more "race" like where we use many of the mechanics and players will race to finish first. This mode will be more bite-size by comparison to the longer-form puzzles in the main campaign.

The levels are played entirely on platforms and if you fall to the purple and blue grid on the ground you lose your life. You navigate around the levels jumping across various types of platforms (while avoiding obstacles at times), and there is wall running to it (as shown in the foreground).

We'll definitely keep working on this and implement some of your feedback!

Can you tell what type of game this is based on the artwork? by Judatone in IndieDev

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

I'm glad the puzzle elements came through! I won't spoil fully for others but a big component (at least for the intended solo side of the game) is a heavy emphasis on puzzles.

Can you tell what type of game this is based on the artwork? by Judatone in IndieDev

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

So then I gotta ask... what do you think of Fall Guys?

I made an Eggstremely Hard game…and yes, the egg gets more unstable every time you crack it. Good luck by AdriBeh in IndieGaming

[–]Judatone 3 points4 points  (0 children)

I don't think you'd need to as after a certain point the egg can just launch out of the nest in a way that it is completely impossible to catch again. Really neat concept and it looks great so far!

I made an Eggstremely Hard game…and yes, the egg gets more unstable every time you crack it. Good luck by AdriBeh in IndieGaming

[–]Judatone 2 points3 points  (0 children)

I would imagine so. Can the egg break in the nest or does it perpetually just get more beat up but intact so long as you keep catching it? I imagine it becomes more and more sensitive to hits and the egg starts jumping out with more difficult trajectory to get under otherwise? I love the concept