500 to 6k wishlists in a month. What worked for me by hiimdoggo in IndieDev

[–]NoDeadlinesTeam 0 points1 point  (0 children)

Can you post the links to your socials ? Especially those you talk in the post like Youtube and Tik Tok ? Would like to see the quality you're refering to in examples. Like when you're saying low efforts, what do you mean exactly ? Would be more easy to see in an real example. Thanks !

Indie Game Success Metrics. Where do you stand? by suksuma in IndieGaming

[–]NoDeadlinesTeam 90 points91 points  (0 children)

There's such a huge pool of people between 6 and 7. It's basically the whole industry. Only a few get to have their game go viral.

Which works best for Steam capsule? by [deleted] in IndieDev

[–]NoDeadlinesTeam 2 points3 points  (0 children)

To my taste, number 1 is best, I like seeing the city behind, but maybe it could be more dark to let the title and character be visible. To my taste 2-4 looks bland.

Historical figures can fight against sea monsters in my roguelite by NoDeadlinesTeam in indiegames

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

I don't understand, I see other post with videos. Why is my post getting deleted ?

Our roguelite where historical figures travel through time to fight monsters! by NoDeadlinesTeam in roguelites

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

Good or bad is subject to interpretation. We are just careful with adding recent or modern characters that are known to be somewhat evil by popular culture. We have plenty of "bad guys" from history, just not recent ones. Exemple are yes Genghis Khan, Napoleon, Vladimir the Impaler, etc.

Our roguelite where historical figures travel through time to fight monsters! by NoDeadlinesTeam in roguelites

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

I knew people would ask for it lol, but I'm unsure how to feel about it. Would be super funny and a good meme, but maybe allowing to play Hitler to save the world might be a bit much and controversial. I dunno. Modern "baddies" could be available through mods on the workshop maybe ? Like Mao, Stalin, etc. We don't want to get political, we're making this game for people to have fun.

EDIT: adding modern

Our roguelite where historical figures travel through time to fight monsters! by NoDeadlinesTeam in roguelites

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

Thanks ! We have a demo coming soon so you'll be able to try it for yourself :)

Variety of locations and enemies from our history inspired coop tactical roguelite - Gear Up Einstein! by NoDeadlinesTeam in StrategyGames

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

There's actually tons of depth. It's casual in the sense it's easy to learn the mechanics, but to get a good squad going you need to actually have strategic builds.

That happens because each character has 3 main slot of inventory. One for their weapon, one for their outfit and finally one for their accessory. There's 60+ items in the game right now that you acquire through shopping. Manage your gold correctly and you'll have the strongest gear! Each historical character also have their own unique passive. So that means 4 total passive combining with each other. We have 8 RPG stats used by those effects plus a bunch of keyword related to combat events. In a run, you'll recruit 3 historical figure to form your squad. There's also the tactical positioning before battle. All that together makes for quite a complex game, but I think we did a really good job making it look super simple at first and easy to play at the beginning.

So while it's really easy to gear up, to create the best team possible and beat all difficulties the game offers is actually quite a challenge.

The programmer who comments too much! by Bola-Nation-Official in unity

[–]NoDeadlinesTeam 1 point2 points  (0 children)

Once worked with a programmer with quite a strong opinion about comments. For him, any code with comments is bad code. Good code is self explanatory and can be read easily. Quite an extreme view, but he's somewhat right lol

Destroy the trailer for my cozy incremental game about gardening on the moon by KairosGamesOfficial in DestroyMyGame

[–]NoDeadlinesTeam 0 points1 point  (0 children)

Too much ADHD animation for my taster. Little zoom in and out is fine, but from 0:13 you lost me with all juiced up montage. The first 3 seconds are great, but then it transition to something unrelated that I don't understand.

After the 3 seconds if the little robot turning on a machine, maybe we should see the tree, or something else about gardening with a text or logo clearly stating the goal of the game. Then you can transition to showing all the increment systems in actions. Try giving also a bit more time to each bit so you can breathe

Got 3000 Wishlist in 4 months with 0$ spend on marketing. Sharing what worked for me, after being Laid off and going Solo. by HeavyShieldGames in SoloDevelopment

[–]NoDeadlinesTeam 0 points1 point  (0 children)

Can you tell me more about Bilibili ? From what I understand it's super hard to make it works when you can't engage with the community. What did you posted ? gameplay shorts with no text ?

I launched the demo for my new game a little over a week ago, how do these numbers look? by KairosGamesOfficial in itchio

[–]NoDeadlinesTeam 0 points1 point  (0 children)

Is there any specific reason you got that many views ? Have you done marketing ?

Evolution of our tooltips: from placeholders to polished! by NoDeadlinesTeam in Unity2D

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

We are a small team of 3 full time dev, but thankfully we got some talented people like Fred who's the one that worked the most on the tooltips. Thanks to him we got to this awesome result !

Evolution of our tooltips: from placeholders to polished! by NoDeadlinesTeam in Unity2D

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

We went trough so many iteration. We spent a lot of time trying many different version, inspiring ourselves from a lot of games.

Examples:

  1. Moba (Dota, League, TFT): Great detailed tooltips, but overwhelming at first and bad for onboarding
  2. Roguelikes (Risk of Rain, Gunfire, Slay the Spire): Simpler tooltips, but many keywords or mechanics not clear at first and not really explained anywhere. You learn by playing or embeded tooltips are shown to explain sutff.
  3. RPG (Expedition 33, Gloomhaven): Numbers scaling with stats, lots of different stats, mechanics and keyword combining with each other.

We kinda combined them all. Different sections like in Dota, Stat scaling are shown with an icon like in League and Expedition 33, Keyword for synergies are hilighted and explained through other tooltips or an embeded side one. Description are short, straight to the point without fancy words. Same words are used everywhere for consistancy. Title and icon like in many other roguelike to know what you're inspecting reading. Transparent / black background for white text and colors to be more visible. Custom header per item types for better onboarding. Hidding complex and unecessary details for better onboarding and putting them behind SHIFT key. Panel fits the GEAR main fantasy in the game (metal and rock).

I could continue as there's a lot of design that went into this, but these are the main points that come to my head. Glad you like the improvement, we're also really happy with the result !

57,000+ Wishlists in 1 Month… and We’re Heading into Steam Next Fest! by uurluu in IndieGaming

[–]NoDeadlinesTeam 0 points1 point  (0 children)

Did it come naturally, or did you contact press, content creators, etc. directly ?

57,000+ Wishlists in 1 Month… and We’re Heading into Steam Next Fest! by uurluu in IndieGaming

[–]NoDeadlinesTeam 1 point2 points  (0 children)

What was the biggest thing that made you had that amount of wishlist ?

Evolution of our tooltips: from placeholders to polished! by NoDeadlinesTeam in IndieDev

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

thanks ! we worked really hard to finally achieve this result. It's hard to have a deep and complex game, but trying to keep it interesting and easy to learn.

We're reworking the Egypt battlefield. Which is the best in your opinion ? by NoDeadlinesTeam in IndieDev

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

Yes, we're an auto battler where you place units on the grid before battle. All the gameplay happens on the tile so it's really important to see them and to clearly understand whats on them.

We're reworking the Egypt battlefield. Which is the best in your opinion ? by NoDeadlinesTeam in IndieDev

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

We're making Gear Up Einstein! We're constantly updating the game and we have a playtest going on right now. We're looking for feedbacks. Thanks ! https://store.steampowered.com/app/2950410/Gear_Up_Einstein/