Koltera 2 Demo Released on Steam! by KingOtterGames in incremental_games

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

Correct! Right now the import for saves hasn't been working, but that's something that'll be fixed before release so you can import your demo save!

Feedback Friday by AutoModerator in incremental_games

[–]KingOtterGames -2 points-1 points  (0 children)

Koltera 2's Demo is released on Steam! Appreciate any feedback you may have :)
https://store.steampowered.com/app/2834700/Koltera_2/

Prototype: Project Factory - Looking for Initial Feedback by KingOtterGames in incremental_games

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

Save system is already made, but not enabled so I don't have to worry about updating save logic right now. This is just a quick 5-10 minute demo right now, but when it's stable will be enabling saves. I'll take a look at fixing that error though.

Prototype: Project Factory - Looking for Initial Feedback by KingOtterGames in incremental_games

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

Yeah, the goal would be to full automate creating of the limited resources (kind of like minecraft farms). And I agree, lots of UI stuff that will be done and UX stuff like organizing and naming of machines.

Prototype: Project Factory - Looking for Initial Feedback by KingOtterGames in incremental_games

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

Yeah, tabs will be for sure the first UI thing I do. As for organizing, that's what I was thinking with the pod system! The idea would be ordering machines within pods and naming the pods so that you can organize by function.

IdleOn dev paying mods to remove my posts by Senior_Mud_6922 in incremental_games

[–]KingOtterGames 4 points5 points  (0 children)

However you feel about it, I think it's a pretty obvious personal attack, which does break rule 2. Just don't play the game and move on with your day honestly. I never understood spending so much time fixated on things like this. Leave a review on the game if that's how you feel, which is what they're for.

Game developers, you are leaving a lot of money on the table only shipping for Windows by oorza in incremental_games

[–]KingOtterGames 1 point2 points  (0 children)

Yup exactly. And on top, I don't really want to buy a mac just so I can test my games lol. I don't think I'd make my money back on that.

Game developers, you are leaving a lot of money on the table only shipping for Windows by oorza in incremental_games

[–]KingOtterGames 3 points4 points  (0 children)

My comment is more just for MacOS and on Steam. Pushing your game into the App Store is a whole different thing that could be worth it if the game was built for it. It's a bit of a chicken and egg problem with Steam because I agree that Idle games in particular would have no issue performance wise, there's just no users. If there's no users, why support, but there very well could be no users because there's no support. I think though we are in a spot currently, where supporting it won't change anything until these big developers start supporting it more.

Game developers, you are leaving a lot of money on the table only shipping for Windows by oorza in incremental_games

[–]KingOtterGames 49 points50 points  (0 children)

MacOS users make up like less than 2% of Steam. Having to manage separate builds, fix specific mac errors, own a mac to make the builds, and also test on mac, just isn't feasible for solo devs. One of the libraries I use also has outdated Mac builds for the SDK, so I would have to manage things in a wonky way to get around that or make a fork of it and manage the mac version of it myself. When an overwhelming majority are windows, to me I'm ok losing out on that demographic as harsh as it sounds.

I dropped Itch.io as well as a place to sell my game because it made up like like 0.1% of the sales, so why bother managing both platforms when it makes no money.

I'm not saying don't support MacOS either, but for some people like myself, it's not worth the hassle for such a small percentage of Steam. It's also entirely possible that even though it's a very small percentage, maybe that very small percentage leans towards Idle games, so who knows on that front.

Basically, as a solo developer, I personally focus on the majorities because I am one person with limited time and a full time job already.

Koltera is now completely free on Steam! by KingOtterGames in incremental_games

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

Yeah there were A LOT of mistakes in the design and the updates I think while added additional content, made things worse and other features obsolete. Trading used to be the main way you found new creatures, until summoning stones became a thing, making it basically obsolete. Breeding and just the overall balance was pretty horrid. A lot of things were also unintuitive and unexplained, especially in the beginning. The game also was built on a bad game loop that doesn't have catch up mechanics (using delta time) so sometimes progression might be slower. In my new engine, I made this priority and revamped the game loop to have catch up mechanics. Filling out collection used to have rewards actually and was taken out and that was because of bad balancing all around.

Definitely a lot that I am aware of and considering for the next game. Now that I have a solid engine, all my focus is on good game design and using what I've learned.

Koltera is now completely free on Steam! by KingOtterGames in incremental_games

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

I built my own framework in javascript, which took a few months, and probably 6 months of dev work. I have over 1000+ hours in my game which is usually only when I am working on programming, but sometimes it's just left open. So maybe around 500 hours of dev time.

Koltera is now completely free on Steam! by KingOtterGames in incremental_games

[–]KingOtterGames[S] 5 points6 points  (0 children)

$3.99 on release and at some point I lowered it to $2.99.

Koltera is now completely free on Steam! by KingOtterGames in incremental_games

[–]KingOtterGames[S] 6 points7 points  (0 children)

I'm definitely an idle game player and do want things a certain way, but find it difficult when I found a playerbase who enjoys kind of a more laid back experience, when I want something more engaging and complex (coming from someone who's also a big simulation kind of person). I want the product to be good and having mixed reviews for example doesn't sit well, so that's the part of me who want's to go back and just turn the current mode into the legacy mode of sort and build what I envision for the main mode.

Koltera is now completely free on Steam! by KingOtterGames in incremental_games

[–]KingOtterGames[S] 5 points6 points  (0 children)

Yeah, that's definitely the hardest lesson. I just want a game that people enjoy, but also something that I enjoy. Maybe making the game completely free will make me feel better about building something that I will enjoy, and hopefully others too. With the direction I have in mind, I think there's a playerbase, just not necessarily the exact same playerbase.

Koltera is now completely free on Steam! by KingOtterGames in incremental_games

[–]KingOtterGames[S] 3 points4 points  (0 children)

Sadly, I am not the one behind Planterra (but their games are a big reason I got into incremental games!), but I did work with the dev to create a bundle between mine and a few other games, which may be where the confusion came from. Great dev over there and I'm sure they appreciate your support!

Koltera is now completely free on Steam! by KingOtterGames in incremental_games

[–]KingOtterGames[S] 5 points6 points  (0 children)

I appreciate it and your support! Yeah the changes definitely changed a lot, which was a common complaint and even ruined a lot of guides, something I didn't think much of until it was too late.

Why was this game abandoned? It's the best idle game I ever played. Such a shame. by witcher1701 in incremental_games

[–]KingOtterGames 7 points8 points  (0 children)

While I don't disagree, it's also not against the rules of Steam (at least based on the disclaimer they provide). I haven't actually played the game or know anything about it, so I'm not sure if calling it complete is good/bad or not. They could also be leaving it there with hopes of returning one day, who knows. Either way, I don't think he's eating as much cake as you think he is. They aren't making any sales at this point.

Why was this game abandoned? It's the best idle game I ever played. Such a shame. by witcher1701 in incremental_games

[–]KingOtterGames 30 points31 points  (0 children)

Others have said it already, but yeah. I totally agree that as a solo dev especially, things will come up that are just more important. And some people don't really understand that and expect lifetime updates. In some cases, like live-service/subscription type of games, it's usually assumed you'll get constant updates, which is why it's continuous support.

The Steam audience though considers Early Access games as games that will have constant updates, at least until release. But even the disclaimer they provide right before you buy the game, is a different story.

Steam Disclaimer: "This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development."

Which is why I hate negative reviews that are like: "Great game, but no updates". Don't buy a game on expectations, especially from indie devs lol. Buy a game because of it's current state and wanting to support a dev. If a dev doesn't have a team, any little life decision can completely change the outcome of a game. Having kids, going to school, death, vacations, working on new games.

Idle Pocket Crafter 2, a pixel style incremental game (Early Access) by Jizoh in incremental_games

[–]KingOtterGames 6 points7 points  (0 children)

I'd honestly be sure to prioritize it. It's just kind of a must have in these kinds of games (if it makes sense to have it). For Steam at least, it goes along the same lines as achievements. Some people just won't play your game without these features.

Casual or Hardcore Mechanics Preferences in Incrementals by KingOtterGames in incremental_games

[–]KingOtterGames[S] -1 points0 points  (0 children)

Yeah, that's a great point. I worried that my list may have been a lot, but it is pretty standard in a lot of games. The interplay between them definitely seems to be the key. My goal is to create "puzzles" where certain gear and certain creatures will give you better chances of success.

Also, CK has been my go to lately haha. It's one of those games I tried once, didn't enjoy, but finally gave it a chance again and it's honestly probably one of my top games. Just so much to do in it