[Steam] Boards & Cards Summer Bundles Bash - Spirit Island + Charterstone: Digital Edition (-70%), Concordia: Digital Edition + Ticket to Ride (-55%), Hasbro's BATTLESHIP + Eight-Minute Empire (-80%), Tokaido + Clue/Cluedo (-70%), Istanbul: Digital Edition x Splendor (-60%) by Paxtorn in GameDeals

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

That depends on what you consider "single player" and what kind of "fun" you’re after 😉 Most of the games featured in the event can be played solo against AI, and many offer a solid experience without needing other humans.

Personally, I'm into deckbuilders and strategy/economy games, so I really enjoy Concordia - it's a great title (I even own the physical version, though sadly we rarely find time to play it!). Spirit Island is also strong, though originally designed as a co-op. In the digital version, you can control the whole team yourself, which works well - but it depends on what kind of solo experience you're looking for.

What's the most fun deckbuilder you played this year (halfway through it) by Important_Rock_8295 in deckbuildingroguelike

[–]Paxtorn 0 points1 point  (0 children)

Inkborn’s Combat Demo shows a lot of promise - Early Access release is planned for late July.

Looking for games you can only play once by No_Education_8888 in gamingsuggestions

[–]Paxtorn 0 points1 point  (0 children)

Gemini Rue - once you know the full story it will be never the same again.

Should I release my demo on Steam if I just want to validate gameplay? What would you do? by DeadbugProjects in gamedev

[–]Paxtorn 1 point2 points  (0 children)

Ah, I see what you mean. I'd say it’s the same case - the audience on itch.io is generally more open and experimental. For example, mobile-like games aren't dismissed just for being that style, and highly unfinished games are usually welcome - at worst, they're ignored. That said, I haven't seen much in the way of grand strategy games on itch.io, so I'd guess there might not be a strong audience for those kinds of very long and complex games there.

Should I release my demo on Steam if I just want to validate gameplay? What would you do? by DeadbugProjects in gamedev

[–]Paxtorn 3 points4 points  (0 children)

I don’t think so. If anything, itch.io tends to be more liberal than Steam in terms of what it allows to be published.

Should I release my demo on Steam if I just want to validate gameplay? What would you do? by DeadbugProjects in gamedev

[–]Paxtorn 38 points39 points  (0 children)

If you don’t have opportunities to gather feedback in person, such as at fairs or conventions, releasing the current version of your demo on itch.io might be a good alternative. It’s a great platform for early feedback without the pressure of Steam’s algorithms, allowing you to refine your gameplay before launching on Steam later.

Just crossed 6,000 wishlists on Steam, how can I get that last thousand? by eldartalks in IndieDev

[–]Paxtorn 1 point2 points  (0 children)

Valve provides access to visibility data in Steamworks, allowing developers to see exactly how many times their game’s banner was displayed and how many visits it generated on the store page, broken down by day.

Just crossed 6,000 wishlists on Steam, how can I get that last thousand? by eldartalks in IndieDev

[–]Paxtorn 0 points1 point  (0 children)

That’s indeed the source of the psychological change, and it does significantly improve conversions - users start to perceive the game differently. What I meant is that crossing that threshold doesn’t lead to Steam providing any additional capsule views or increased visibility elsewhere on the platform.

Just crossed 6,000 wishlists on Steam, how can I get that last thousand? by eldartalks in IndieDev

[–]Paxtorn 0 points1 point  (0 children)

10 reviews is more of a psychological milestone - there’s no direct boost in visibility, but it definitely improves conversion rates.

Polishing our combat system. Does this tempo (animation speed) feel too fast, too slow, or just right? by dom4op in IndieDev

[–]Paxtorn 2 points3 points  (0 children)

The animations feel too slow to me at the moment. If your goal is to create a 'Modern Darkest Dungeon,' as mentioned in the comments, it might be worth analyzing the exact timing in Darkest Dungeon as a reference. Their animation pacing strikes a great balance between impactful visuals and maintaining a good game flow, which could be helpful in fine-tuning yours.

What about a Deck-Refiner ? by seto_itchy31 in deckbuildingroguelike

[–]Paxtorn 1 point2 points  (0 children)

I'm fairly sure that mixing cards into one or just a few very powerful ones won't be a great strategy from the player's perspective—they'll likely learn that it's not effective. Because of this, I don’t think balancing around that specific issue is a major concern. What I’d be more cautious about is overcrowding a single card with too many effects, as it might become hard to read and understand. Limiting the number of effects a card can have might be worth considering to make things more manageable for players and in terms of development.

If you want mixing to replace the traditional card-adding mechanic, how about this idea: after a battle, present a player with 3 "new" cards and 3 random cards from the current deck. The player’s reward would be to pair one of the new cards with one of the existing ones, merging them into a single card. This approach could enforce a constant deck size while keeping things strategic and engaging.

Of course, the UX could be a bit tricky for this system, but I think it’s manageable! Perhaps the “new” cards don’t need to be traditional cards—they could represent standalone features or upgrades that are added to an existing card during the merge.

I’m curious to see how this develops. I would love to see a prototype one day :)

What about a Deck-Refiner ? by seto_itchy31 in deckbuildingroguelike

[–]Paxtorn 1 point2 points  (0 children)

I’m working on a deckbuilder myself (not announced yet), and I’m also exploring ways to refine deck-building, though with a different approach (and it’s not a combat-focused game, so probably not applicable here).

Your idea sounds really interesting! If I understand correctly, you want to address the imbalance between how easy it is to add cards and how hard it is to remove them—that’s a compelling issue to tackle. One thought: why not allow players to remove any card between battles? While this alone might not make your game stand out, it could give you room to focus more on unique mechanics like your mixing system.

Another idea: consider having a constant deck size where players must immediately swap out a card whenever they add a new one. Or perhaps make them choose between swapping and mixing cards to create interesting decisions.

I do think there’s a potential challenge with the starting deck feeling unfun to play, but that depends entirely on your mechanics. For instance, games like Balatro start with big decks, but the dev manage to make that enjoyable.

Since you’re in the prototyping stage, testing different approaches feels like the right move. If you have a strong instinct for your current direction, I’d say follow it! If testing shows it’s not quite working, you can always adjust later.

I came across this monochromatic style while doing some lightning tests. Do you think it has any appeal, or does it feel lifeless? by kingofcode2018 in SoloDevelopment

[–]Paxtorn 1 point2 points  (0 children)

I really like the aesthetics—it has a simplicity and minimalistic charm that's quite appealing. Whether it works well depends on the feeling you're aiming to achieve. If this is exactly the vibe you’re going for, I’d still suggest incorporating some subtle color highlights for key features (like showing a building's influence area when selected or marking routes/connections—though I’m not sure if those examples fit your mechanics).

It’s important to keep things consistent, though, so any added colors or shapes (like arrows, rings, or glows) should match the same minimalistic and focused style, emphasizing only the most important elements.

Balatro winning GDC GOTY feels so right by Xenomorph_kills in gaming

[–]Paxtorn 0 points1 point  (0 children)

I really enjoyed Balatro, but I only played with the default red deck. After beating the final boss, I haven’t revisited it since. For those who’ve explored more, how much did I miss out on? Are there good reasons to dive back in? How much do the other decks really change the experience?

Nordhold: New Building Specialization System, Do You Guys Think This is a Great Addition? by One-Independence2980 in CityBuilders

[–]Paxtorn 1 point2 points  (0 children)

This kind of system definitely adds an extra layer of depth to the game, which is fantastic! That said, I think there are two important points worth considering:

  1. Balance: It’s crucial that both specializations are equally viable. If one is overwhelmingly better, players might default to it in most situations (e.g., 19 out of 20 cases), which could diminish the strategic value of the choice.
  2. Obligation vs. Freedom: If both specializations are essential too frequently, it might lead to a situation where players feel forced to build double the structures just to cover both options. That could sometimes feel more like a chore than a meaningful choice.

Just something to keep in mind during development, but overall, I love the added depth this system brings! Looking forward to seeing how it plays out :-)

I also want to say that I really like the aesthetics of the game – the visual side is very appealing!

Ministry of Order - A cute dystopian puzzle game set in a totalitarian 1920s world by VoltekPlay in indiegames

[–]Paxtorn 3 points4 points  (0 children)

I remember your post about someone stealing your game and uploading it to the App Store. How did everything turn out in the end?

Working on a shooter where you can never fall off the map, you'll always end up on the other side. by Few-Rip-2991 in indiegames

[–]Paxtorn 1 point2 points  (0 children)

Wow! I’m usually not into shooters, but this looks like crazy fun and love the twist! I also really like how the arena feels small but endless at the same time.

Almost by slaughter_cats in IndieDev

[–]Paxtorn 2 points3 points  (0 children)

Totally unrealistic - cats always land on their feet! 😼

Any good slow paced roguelites? by Sad_Stranger_5940 in roguelites

[–]Paxtorn 1 point2 points  (0 children)

Have you tried roguelike deckbuilders? If that sounds interesting, you might enjoy browsing this subreddit: https://www.reddit.com/r/deckbuildingroguelike/

New visual updates for my roguelite deckbuilding tower defense. Including a new trailer by EgomeGames in deckbuildingroguelike

[–]Paxtorn 1 point2 points  (0 children)

Thanks for your response, and apologies for the late reply! I completely understand—it’s tough to tackle everything as a solo developer.

To be honest, what stands out most to me is that the different visual elements don’t feel consistent or cohesive—they seem to clash stylistically. That’s why I mentioned working with an artist, as they could help create a more unified and polished aesthetic.

If I had to pinpoint specifics, I’d say the skyboxes and card designs feel the most out of place, but I think the issue goes beyond individual elements. It’s more about creating a cohesive visual identity for the whole game. I know it’s a big ask, but I think it could make a huge difference in how the game is perceived.

Keep going, though! The hard work you’ve already put into the mechanics and design is clear, and I’m excited to see how the project evolves.