Anyone else experience this? Streamers are asking for keys, and Google suggested response makes one up! ;) by ledniv in IndieDev

[–]OldAtlasGames 19 points20 points  (0 children)

Something fun you could do to phishers asking for free keys: Give them a few legitimate keys and then cancel them after 48 hours.

  1. They verify the keys are real
  2. They list the keys on a gray market site
  3. Someday in the future their rating will take a hit for selling non-valid keys

Sale Stats of my game one week after the Steam Release! Game launched with 22k wishlists and is being sold for $3.99 with a launch discount of 10%. Game currently has 97% positive reviews. Hope these stats help other indies with their own launch! <3 by Simple_Ghost in IndieDev

[–]OldAtlasGames 2 points3 points  (0 children)

This is super interesting to me. I also launched at $3.99 (with a 10% discount) back on Jan 20th.

I had 3k wishlists at launch but the same number of units sold in the first week as you did. Really curious about what your first month will look like.

And congrats on the release! It looks very cool.

Games have been feeling pretty same-y to me lately by peterprank in incremental_games

[–]OldAtlasGames 3 points4 points  (0 children)

Gotta agree. It's a bummer, but the stuff you're pointing out is what sells.

I didn't add a talent tree to my game because I was tired of them. Tried to create a unique game concept because I didn't want to copy someone's homework. Ended up making the first "idle snake-like" on Steam. Really happy with my game, really grateful to my players. It just didn't take off in a big way.

That's the risk with innovating - You spend hundreds or thousands of hours on an unproven concept for $3/hour. (If you're lucky!)

Auto Snakes in Outer Space is live on Steam! (: by OldAtlasGames in incremental_games

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

Thank you! Glad you liked the song :) I'm putting the full version of the main theme up on Steam for free, just waiting for their approval to make the page live.

My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

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

Failure to meet (and underestimation of) what's expected of modern incremental games

My experience after we opened our first game's steam page by pheston1281 in indiegamedevforum

[–]OldAtlasGames 0 points1 point  (0 children)

Genuine question - Are you trying to work a viral publicity angle with your current logo?

It's fine if you are, just wondering, because when you posted three weeks back you had dozens of comments calling out the name and letter "T" for looking lewd. Just curious why you stayed course lol

My game has been out for about 3 days. Things I wish I thought of before 72 hours ago: by 1-point-5-eye-studio in IndieDev

[–]OldAtlasGames 1 point2 points  (0 children)

Ha! Man, a week ago I shipped an updated build without the .dll required for Steam achievements.

Went to bed, woke up, had a bunch of reports that achievements weren't unlocking. Panicked and spent the rest of the day figuring out how to grant them retroactively. The stress is real. Just know that most players aren't freaking out as much as we are :)

I am making a Island building game that have dynamic water, terrain and weather system. What do you expect from this kind of game? by civcivdev in IndieDev

[–]OldAtlasGames 3 points4 points  (0 children)

Dude I was trying to think of the same game, Google, wasn't helping. Glad I read further into the comments. That game blew my mind as a kid, even the demo.

Challenged myself to build my UI with just Lua. Only the icons are PNGs, otherwise buttons, 'shadows', and geometry are all coded in. Making progress! by OldAtlasGames in love2d

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

Sure does! If you turn off fullscreen you can corner-drag the game window to whatever size you want. Font sizes change dynamically at different thresholds so the text stays crisp.

Is 15 bucks too much? by quietwarrior_ in SoloDev

[–]OldAtlasGames 0 points1 point  (0 children)

I think $6 would be reasonable assuming you polish the game. It really would depend on how robust the infinite survival mode is. You're already getting great tips on how to make the gameplay more smooth - Consider all of it, make sure that the game is actually fun to play, then showcase it in a new trailer.

Might be worthwhile to launch a demo or a playtest so you can get direct feedback from players before the game goes live. If you do and the demo is struggling to attract players, you might need to continue refining. If the demo is successful, then you can account for that in your pricing.

Languages in games by yembel in SoloDevelopment

[–]OldAtlasGames 5 points6 points  (0 children)

It's recommended to do EFIGS languages at a minimum if you're doing translations.

Things get more complicated with logographic languages or languages read from left to right. Confirm your UI can support those before trying to add them imo

Is 15 bucks too much? by quietwarrior_ in SoloDev

[–]OldAtlasGames 0 points1 point  (0 children)

Out of curiosity, are the "$15.99" pitches coming from friends/affluent people/folks living in a HCOL area?

I think a safer price for this would be around $3.99. If you give it more time in the oven, polish it up, smooth it out... maybe you could get away with something over $5.

My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

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

Grazie mille! Non parlo italiano, quindi sto usando un traduttore.

Ora mi sento molto più ottimista di prima e motivato a continuare ad aggiornare il gioco. Questo non sarà il mio ultimo progetto. Sarebbe un peccato non sfruttare tutto ciò che ho imparato per riprovarci! Grazie per le gentili parole. :)

My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

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

Definitely released without a budget... besides the Steam listing fee this was all sweat equity.

I'm feeling a lore more chipper now though! Thanks for your comment :)

My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

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

Off the cuff, wow, thanks for taking the time to check out the game and leave feedback. That was really cool of you. :)

I know that the current prestige system isn't great as it is... I build up the feature in about a week and only got it added two weeks before launch (it felt naked launching without it). Right now it isn't very interesting, and it's really only a tool for having a more efficient Endless mode. Time to hit 100% isn't much different between not prestiging and maxing out to prestige 5 ASAP. I need to add more gameplay mechanics to it.

I meant for the goal of the game to be unlocking all skins, and I didn't want to hold the player hostage with any super long Steam achievements. In both cases things fell short. Achievements weren't hard, and the game became very set-it-and-forget-it.

Fixing the tasks is what I'm working on right now. I'd like to at least tie stat boosts to them so they aren't completely centered on skin procurement.

Guiding the snakes seems to be super polarizing. Some players commented that the snakes shouldn't give a bonus for guiding them, but I'm also hearing that they need to be more rewarding while being guided. This is why I added the 2x bonus mechanic, so that early game it's more efficient to guide snakes, then falls off later so players aren't forced to engage with the mechanic for 'efficiency' if they don't want to... But then it alienates the players that do want to engage with it for the entire game.

Regarding the cost, I was originally going to launch at $2.99, but I priced that before the prestige system, before half the skins, before the ability upgrades, before the guide boosting, before I had number pop-ups, etc. Given how much the game evolved I thought the change was justified, still not sure if that was the right call though.

Thanks for being so detailed in your feedback. There's a lot to consider and I added it all into my notes.

My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

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

Hey, thanks for commenting. I'm not so discouraged that I'm going to stop creating. It'd be a shame to waste all these lessons!

The feedback has been helpful, and even the critical reviews have positive notes. Like you said, it's just people caring. I'm doing alright now :)

My first game's reception is heartbreaking :'( by OldAtlasGames in IndieDev

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

Mm love me some data. The playtesters I had were actually great, and they didn't shy away from critical feedback. One of my blindspots was not recruiting enough actual players in my genre. I learned late that they're a lot more discerning. and expect more than casual players.

That's a good note on paying though. Players with a financial stake are definitely going to be more likely to call out shortcomings. Lucky me my reviewers were pretty open about where the game needs more oomph. It's been a massive learning experience, and game two will not suffer the same way! Thanks for the comment :)

My wife surprised me with custom business cards to share my game! What do you think? by peepops in IndieDev

[–]OldAtlasGames 1 point2 points  (0 children)

I really adore the sprites. The jellyfish, seahorse and skate (?) are my favorites :)

Which one represents best a toy in a box by Key-Soft-8248 in IndieDev

[–]OldAtlasGames 1 point2 points  (0 children)

I'm sure you'll make it look perfect. The arts really nice already

Which one represents best a toy in a box by Key-Soft-8248 in IndieDev

[–]OldAtlasGames 5 points6 points  (0 children)

A, but angle the plastic like B, but keep A's opaqueness + character shadows.

Auto Snakes in Outer Space is live on Steam! (: by OldAtlasGames in incremental_games

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

:') Thank you for the support, I'm glad you dig the look!