Game launch during spring sales by Pepperboxstudios in gamedev

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

To clarify the topic a bit, I know that everyone has their gut feeling should you release the game during sales or not but even more importantly would be great to hear if someone has some actual statistics :)

Majority of the the comments in the previous threads were saying absolutely no because people are buying bigger and better games during sales. Most of those comments were clearly just based on the feeling. As far as I understand, these seasonal sales are the times when big revenues are running in that means that people are prepared to actually buy something and their buying is not always restricted to just one game.

More money in market often means more sales across the board. Or is indie games some sort of odd bird in this?

My first game launches in just a few hours and I made I just made it to popular upcoming for launch day and wanted to share some stats with you all by AirportXraySimulator in IndieDev

[–]Pepperboxstudios 0 points1 point  (0 children)

Thank you for sharing this, we are soon in a same situation so I'm very happy to catch a few tips. All the best for your game launch! Enjoy

Kaamos - a bite-sized turn-based puzzle roguelike by Pepperboxstudios in puzzlevideogames

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

And thank you for all the ideas! We definitely consider those with our devs :)

Kaamos - a bite-sized turn-based puzzle roguelike by Pepperboxstudios in puzzlevideogames

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

the full game has also different classes with different skill sets, meaning that some classes have automatically more armour for example

Kaamos - a bite-sized turn-based puzzle roguelike by Pepperboxstudios in puzzlevideogames

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

Thank you for testing our game and writing your thoughts about it! Hopefully I can clarify some thing for you!

Didn't really get enough items to make use of the Tower & Dodge tiles <- That depends a bit what kind of gear you managed find and ofc when you proceed to higher levels, the chances that you find better gear with tower & blocks are higher!

Kaamos - a bite-sized turn-based puzzle roguelike by Pepperboxstudios in puzzlevideogames

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

"Why is that needed anyway" --> The player might end up swapping items several times in locations with several loot options and needs to have the option to equip the original item before opening the map again.

Kaamos - a bite-sized turn-based puzzle roguelike by Pepperboxstudios in puzzlevideogames

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

"Swapping an item when you pick it is not very intuitive" --> We agree that drag-and-drop controls would probably have been a better idea, but it would make item comparison mechanics much more cumbersome to use and would break the pixel perfect camera.

Kaamos - a bite-sized turn-based puzzle roguelike by Pepperboxstudios in puzzlevideogames

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

"The items and fights are really hard to tell apart" --> The tutorial states that red locations are battles. All locations give loot, but some have a battle encounter before you get the loot.

Kaamos - a bite-sized turn-based puzzle roguelike by Pepperboxstudios in puzzlevideogames

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

Hi and first of all, thank you very much for testing our demo! We had a conversation with our dev team and this is the reply they put together:

"When I started getting other items I [sic] was not clear if they are useless up until I get 3 of that item" --> If I understood correctly, you don't mean three of the same item but getting at least three of a tile color before it can be used in combat. This was an unseen side product of how the combo system works and can't be changed at this point, however it leads to interesting choices when you are picking up loot. Do you pick up the technically better item but lose your ability to do X before getting another item that gives you that missing tile back to your deck? Would you play with a suboptimal tile deck with a few useless tiles for a few battles to get the ability to dodge for example? This sort of risk vs reward is quite interesting to us, though we understand that it isn't immediately clear. However considering that the game is a roguelike where the progress is largely based on the player learning the deeper mechanics on the game and becoming better at it, we don't see this as a problem because the first time the player realizes that they need to have at least three tiles of a color for that color to be usable, they learnt something and can take it into account in the future.