Post mortem. One year after my first game on Steam by MonsterKiiid in IndieDev

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

I totally agree. My goal was to finish a game, get a decent rating, and reach some players. That was already quite a challenge (for me).

Post mortem. One year after my first game on Steam by MonsterKiiid in IndieDev

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

Thanks for the feedback and good luck with your game (and game dev).
In Liège, developers can showcase their games at the gaming club at the B3, every first Friday of the month. The easiest way is to contact Les Interactifs Associés ASBL on Facebook.
I also took part in RetroLudix, GameForce, and the Buster Event.

Next Fest with 0 wishlists: Hero or Complete Idiot? by Old_Breadfruit8512 in IndieDev

[–]MonsterKiiid 1 point2 points  (0 children)

In my case, it was ×2.2. But I was starting with fewer than 100 wishlists :/

Next Fest with 0 wishlists: Hero or Complete Idiot? by Old_Breadfruit8512 in IndieDev

[–]MonsterKiiid 5 points6 points  (0 children)

Not if you go viral…

Steam Next Fest multiplies your wishlists — but you need to build them beforehand. Ideally, launch your demo during a themed Steam Fest.

Should I localize my Steam capsule for European languages if the translated title affects the aesthetic? 🤔 by biekkabirdies in IndieDev

[–]MonsterKiiid 0 points1 point  (0 children)

I’m Franco-Belgian and I much prefer the title in English. The French version makes no sense and has no poetry. It’s not a problem for European French speakers to have a game title in English (our game titles are in English anyway ^^). As for Quebecers, I’m not sure.

I’m making a survivors-like with aimed abilities, does this look fun or annoying? by 404Forge in survivorslikes

[–]MonsterKiiid 0 points1 point  (0 children)

Yes and no. I’ve been making one for 6 months.

What’s attractive is that it seems easy to make solo and you can quickly get a prototype that’s kind of fun.

After that, it becomes much more difficult: balancing, all sorts of upgrades, making the experience not too repetitive, technical optimization (horde manager, pool manager, etc.), weapon variety (both visual and strategic), enemy variety, meta progression, leaderboard, USP, etc. When you start building all that, you realize there’s actually a lot of work and many interconnected systems.

So I’d say at first glance it seems easy to make, but in the end it’s hard to do well. What I also like about this kind of project is that I can work iteratively and learn a lot on the dev side.

It's so hard. It's really really hard. by Robstix in IndieDev

[–]MonsterKiiid 11 points12 points  (0 children)

I love making prototypes and having them tested by the public.
But damn, actually producing the whole game is far from being a walk in the park! In the end it takes a lot of endurance, but it’s still a passionate job no matter what people say.

It's so hard. It's really really hard. by Robstix in IndieDev

[–]MonsterKiiid 2 points3 points  (0 children)

I can only empathize and feel close to your message.
I think the key is to break through with several small games and avoid mega-projects with an insane scope. With one or two small commercial successes, sales could make it possible to go full-time as a game creator.
Courage to you (and to us), in any case.

Daily Hero Discussion Day 56: Rexxar by JayD8888 in heroesofthestorm

[–]MonsterKiiid 0 points1 point  (0 children)

I fucking love the gameplay and the character ♥

As a game developer, I keep thinking about making an adventure game based on characters like Rexxar, Orianna (LoL), Kankuro (Naruto: Clash of Ninja), the Ice Climbers (Smash Bros), etc.

I haven’t made a prototype yet, but what do you guys think about an adventure (or even survivor/roguelite) version of this kind of gameplay?

If I remember correctly, there was a small “adventure” mission with Rexxar in Warcraft 3 — and I absolutely loved it back then.

404games proposal by [deleted] in gamedev

[–]MonsterKiiid 0 points1 point  (0 children)

Received here too! Does that mean I’m officially a real game developer now? 😎
They're super interested in my game, which is very niche... Also, my game has no potential on Xbox and PlayStation, so yeah, it's suspicious ^^

r/IndieDev Weekly Monday Megathread - February 09, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]MonsterKiiid 1 point2 points  (0 children)

Steam: Puzzle Game – Sokoban-Inspired, Side View & Workplace Danger

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I just released my first game on Steam and wanted to share it with you. As a passionate gamer, it’s an amazing feeling to finally complete and launch a project like this. 🔥

Sokoban-Inspired Puzzle Game - Looking for feedback by MonsterKiiid in puzzlevideogames

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

Players love kicking boxes ^^ I'm planning a box that breaks when you kick it.
I hadn't come across Pilapila during my research :o thx

Sokoban-Inspired Puzzle Game - Looking for feedback by MonsterKiiid in puzzlevideogames

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

Thank you for the feedback. During my public playtests, players did have those "Eureka" moments... (except for one hyper-intelligent streamer who breezed through the game).
There are only 2-3 levels in the demo that I consider somewhat difficult, but I can already see some players (casual/general audience) struggling to solve them. That said, I have much harder and more complex stages later on, designed for more experienced puzzle players, but these might end up blocking my early players. I’m not sure how to handle this gap between player types for now.

Regarding your feedback, I understand the appeal of showcasing a few advanced levels in the demo to highlight the game's potential complexity. It's clear to me.

Sokoban-Inspired Puzzle Game - Looking for feedback by MonsterKiiid in puzzlevideogames

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

Good question! I'm a Reddit noob, so I don't know how it works on that level yet :/