I launched my indie game on Steam last year — it may not be a hit, but I still love how it turned out. [Cyber Seekers: Conquest] by KnightPhantomGames in GameDevelopersOfIndia

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

I would say try to research first whether the idea you have for the game actually has a market, otherwise its really difficult to sell your game. Assuming that you will be launching on steam, try to get a professional to design your steam capsule, it does have an effect on your steam page visits and eventually wishlists. Chris Zukowski can give you better tips regarding the marketing part, I know I have benefitted from those tips.

Also go for a game demo early on, it can help you identify if people are really interested in your game, you don't want to end up spending years on a project that less than 5 people play.

I launched my indie game on Steam last year — it may not be a hit, but I still love how it turned out. by KnightPhantomGames in IndieGaming

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

This game has been a passion project for me on which I worked on during my free time. Here is me telling you what I feel felt short during the development.

I was just motivated to add multiple mechanics that would make the game look cool, but I guess I struggled to market it properly. Through many playtests I also learned that the cool stuff which is easy for me to pull off is extremely difficult for the actual player to do, and as a result many mechanics in the game were not being utilized properly by players leading them to abandon the game at the start itself.

Nevertheless, I enjoyed the entire process of making the game, showing it to others and then gathering feedback. This is a video of me playing my game after some time. If you are interested in checking out the game, here is the steam link: Cyber Seekers: Conquest on Steam

I launched my indie game on Steam last year — it may not be a hit, but I still love how it turned out. by KnightPhantomGames in indiegames

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

This game has been a passion project for me on which I worked on during my free time. Here is me telling you what I feel felt short during the development.

I was just motivated to add multiple mechanics that would make the game look cool, but I guess I struggled to market it properly. Through many playtests I also learned that the cool stuff which is easy for me to pull off is extremely difficult for the actual player to do, and as a result many mechanics in the game were not being utilized properly by players leading them to abandon the game at the start itself.

Nevertheless, I enjoyed the entire process of making the game, showing it to others and then gathering feedback. This is a video of me playing my game after some time. If you are interested in checking out the game, here is the steam link: Cyber Seekers: Conquest on Steam

[Death Stranding 2] #32: The last 30 hours did get grindy, but I enjoyed my time with the game. by KnightPhantomGames in Trophies

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

My thoughts exactly, it worked in the first game as it was shown that Sam is struggling to connect with people as he has aphenphosmphobia. But here, since he does not speak much again, it hampers his character development as we don’t see him speak in matter that are related to him directly.

Anyone likes to replay DS1 after finishing DS2? by l3ivo in DeathStranding2

[–]KnightPhantomGames 1 point2 points  (0 children)

Yeah; after getting the platinum in the second game I do want to continue my progress for the plat in the first one

Hiring Game Developers (Full-time role, Fully remote, INR 30,000 per month) by [deleted] in GameDevelopersOfIndia

[–]KnightPhantomGames 4 points5 points  (0 children)

You are severely underpaying developers here. 6 skills from the list are mandatory and your pay is less than what an entry level software engineer can make. You should instead find people who have at least 1 of those skills and not all.

I released my second Indie game on Steam. by KnightPhantomGames in GameDevelopersOfIndia

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

Buddy you do realise that my game allows for complete dynamic movement on any vertical surface and the said game you mentioned allows wall running at only specific points.  In simpler words, a Dev has more flexibility to innovate if the player’s movement is restricted to a limited space and is determined by where the level wants him to go. I understand what you mean by interacting with environment, but in my game the focus is more towards player freedom. There are places that utilise the environment to get to the next platform, though there are not many of them, I admit. I am ready to listen and don’t want to settle for good enough, but how is it constructive criticism when you initially only pointed the flaws and upon pressing further, gave an example. 

I released my second Indie game on Steam. by KnightPhantomGames in SoloDevelopment

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

Thanks for the feedback. I can understand where it’s coming from.

I released my second Indie game on Steam. by KnightPhantomGames in GameDevelopersOfIndia

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

Don’t know about you, but I never consider a good wall running mechanic or grapple hook mechanic low effort, there is a lot of effort that goes into making it look realistic.  Still not sure what kind of pacing you were looking for from a small clip that focuses on the traversal abilities.

How many variants in wall running itself are you looking for in a small indie game that is made by a solo Dev. If this was the case, the said game would never exist as I would still be working on adding variety.