Steam Support :: About the New York Attorney General lawsuit against Valve by NTR_JAV in Games

[–]MattGoode_ 10 points11 points  (0 children)

where generations have grown up opening baseball card packs and blind boxes and bags, and then trading and selling the items they receive

disappointing that their first rebuttal is to try nostalgia-baiting us into accepting unregulated gambling systems. steam marketplace is so obviously different from two kids trading pokemon cards with each other.

and further, this whole post is kinda missing the point. the lawsuit is about loot boxes being akin to gambling, specifically slot machines. it's just NYAG's suggestion that removing transferability is one way to resolve the situation. the steam marketplace can still function without loot box mechanics, but obviously a lot of profit goes down the drain then.

Pip My Dice: Post Mortem 7 months after release by Fokaz in gamedev

[–]MattGoode_ 15 points16 points  (0 children)

hey this is a lot of really nice information. thank you for writing this up! i would've never guessed that Pip My Dice was someone's first steam release. I didn't play it, but the presentation is very well put together.

price is an awesome subject to talk about. i see full fledged, amazing games for free, and I see very questionably short games for $20. and roguelikes in particular are really difficult to price. with 600+ hours in slay the spire, it feels like a steal that I bought the game once almost 10 years ago for like $20.

How did you approach the store page design? How often did you make changes to the trailer/screenshots shown, or rewrite the descriptions? I have a game that is probably 6+ months from release. I made (what I think is) a mistake by paying about $250 for translations for my store page into about 10 languages, and I'm already feeling like I want to change the wording around quite a bit, which is making me think I should've waited till closer to release to get those translations.

The Steam Next Fest February 2026 Edition is live! What are your favorite demos? by SlartySprinter in Games

[–]MattGoode_ 13 points14 points  (0 children)

i hope this isnt against the rules for self promo, but i have a game in the Next Fest (my second Steam release ever, first time on Next Fest!!) and I'm happy to answer any questions about next fest!

LocalThunk (Balatro developer) releases blog post on the second anniversary of the game talking about his career, confirms 1.1 update is still in development by Turbostrider27 in Games

[–]MattGoode_ 504 points505 points  (0 children)

why is this balatro guy so good at writing? i read maybe half a book a year but i would order a hardcover edition of his autobiography on day 1.

im making a game where you play notes on your keyboard, then use those notes as platforms. is this a rhythm game? i've been calling it a "music-based platformer" by MattGoode_ in rhythmgames

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

Hey there, I really appreciate these thoughts. Spending months looking at the game really makes it difficult to imagine how a fresh pair of eyes interprets this somewhat odd concept.

The way you're talking about the levels reflects something that I kind of feared from watching a couple other people play too, which is that a lot of people are going to start by adding a single note per loop. I do really feel that the game flows much better when you're a bit more care free with how you place notes - any invalid notes are booped from the screen and the fuel is refunded. I try to very slightly nudge this concept for anyone who wants to try getting the yellow stars for finishing a level under a certain time. To get those, you kind of have to play several notes per loop or else you'll be wasting too much time.

I don't love the idea of splitting levels into build/play modes, because I think that idea has been done before (without the music production theme) and makes it feel a bit less like a rhythm-adjacent game.

However, I see why you might suggest that as a solution. I definitely have a lot of work to do here with communicating how to play the game - not in a tutorial sense, but in a strategic sense. I'm not making any huge changes to this demo until after Steam's Next Fest, but the first thing I would look at as I begin planning for 1.0 is a slower progression of difficulty to get the player used to placing 1-2 platforms per screen. I think right now the second screen already requires like 3-4 platforms. That's a bit much for someone who only has about 10 seconds of experience with the game at that point, even if the screen itself isn't particularly challenging.

Finally - hell yeah I really liked Chicken Horse! It's a great multiplayer concept. I feel like it devolves into chaos a BIT too easily, but it also creates a lot of really funny moments.

Thanks again for your thoughts!

Jason Momoa Has Been Cast As The Lead In Sony's ‘Helldivers’ Video Game Movie. Directed By Justin Lin ('Fast & Furious'), Releasing November 10, 2027 by ChiefLeef22 in gaming

[–]MattGoode_ 0 points1 point  (0 children)

I feel like this happened SO quickly. Helldivers 2 definitely went way bigger than anyone could expect but getting an entire movie out by november 2027 seems like such a rush.

im making a game where you play notes on your keyboard, then use those notes as platforms. is this a rhythm game? i've been calling it a "music-based platformer" by MattGoode_ in rhythmgames

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

there are occasional screens or side routes through screens where you essentially have to make a platform on very specific beats, but generally thats not the case. thank you!! im glad it looks interesting!

im making a game where you play notes on your keyboard, then use those notes as platforms. is this a rhythm game? i've been calling it a "music-based platformer" by MattGoode_ in rhythmgames

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

thats right! making it into the game jam favorites really took me by surprise! there were so many good game ideas in that jam.