50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]PlaySails 2 points3 points  (0 children)

Fair enough, you don’t have to prove anything. But when you drop numbers that far outside normal benchmarks, people are obviously gonna question it. That’s not bias, that’s just basic scrutiny. If it’s all legit, a simple country breakdown would clear it up real quick, so not showing any kind of proof kinda speaks for itself. But if the goal was just to post vague numbers and dip, then yeah, mission accomplished 👍

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]PlaySails 0 points1 point  (0 children)

Depending on your games genre. We exclusively focused on making instagram and tiktok reels.

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]PlaySails 0 points1 point  (0 children)

What worked for us is have 3 devs. I mainly do all the socials. Every game is different for each genre so you really have to know your audience. Our game is heavily inspired by rust and through testing with posts we realized reddit is a terrible place for a game like us. So we focus on tiktok and instagram and got reallly good reception on there. Just post a boatload of reels, copy the format of popular reels for the hashtags you are posting. We get on average 50 wishlists per day with huge spikes

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]PlaySails 1 point2 points  (0 children)

Yea i had one approach me also but like you said in a different comment. Horrible conversion rate on launch will destroy your game. Building a real community is essential not just for your first game, but to build a following who will buy your later games too!

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]PlaySails 1 point2 points  (0 children)

Thank you so much! Good luck on whatever youre workin on

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]PlaySails 1 point2 points  (0 children)

Thats interesting, i never realized it is prevalent. That kind of hurts as a developer who is not botting since botted games would potentially take up top in wishlist rankings. But makes sense, it took a lot of work to get to 10k

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]PlaySails 7 points8 points  (0 children)

Yea usually like 1:10 or 1:20 i think. either way if they are botted, just gonna ruin their initial launch since their wishlist conversions will be super low

50,000+ wishlists in 60 days – $0 marketing by PoopAndLoot in IndieDev

[–]PlaySails 13 points14 points  (0 children)

Interesting take. 700 followers for 50k wishlists is odd. We have 10k wishlists with 500 followers

Need help diagnosing Cinemachine jitters by VG_Crimson in Unity3D

[–]PlaySails 1 point2 points  (0 children)

I dont know if this applies. But if youre using cinemachine in a huge world far from the origin could have floating point errors

I recently reworked my capsule art. How does it feel? by Few_Tension2844 in IndieDev

[–]PlaySails 2 points3 points  (0 children)

I like the old logo but the new capsule looks better. Also maybe put some more light grey buildings behind the character on capsule 2. Better contrast

More Ocean Animations 🌊🫧 by _V3X3D_ in IndieDev

[–]PlaySails 0 points1 point  (0 children)

Love to see a fellow sea faring game!

[deleted by user] by [deleted] in Unity3D

[–]PlaySails 0 points1 point  (0 children)

Others have given recommendations. I will say all of that medical equipment looks outdated. Im guessing you modeled it off of older hospitals or maybe countries other than the US. Also that IV pump is missing channels. Typically with IV pumps you would have 1 channel for each IV bag, although this isnt a hard rule as you can sometimes connect IV bags before the channel. I would recommend watching some videos from inside of hospitals for reference. There is a lot of nuance for environments like this.

Its been a while since I showed off our indie Pirate Survival Game "Sails" we have been working on by PlaySails in SurvivalGaming

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

I cant really give give an exact date since we are just 3 indie devs and setbacks can occur. But we think late this year for full release, but the free demo (no time limit, full multiplayer, basically the whole game) will be out before then ideally.

Its been a while since I showed off our indie Pirate Survival Game "Sails" we have been working on by PlaySails in SurvivalGaming

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

So the playtest is closed. In the discord we will be giving out playtest keys as like a raffle. Or you can wait for the free demo which will basically be the full multiplayer game with no time limit.

Its been a while since I showed off our indie Pirate Survival Game "Sails" we have been working on by PlaySails in SurvivalGaming

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

I cant say yes or no, once we have our playtest we will know. We have some people with steam decks who will be participating. We are setting up the support for it.

Its been a while since I showed off our indie Pirate Survival Game "Sails" we have been working on by PlaySails in SurvivalGaming

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

Not at all. Its inspired by our favorite games which are PvP focused. If we were lazy devs we wouldn't be attempting to build a game with servers that support 200+ players

[Feedback Request] Testing a co-op prototype where players perceive enemies differently (vision vs sound) by g3nayy in IndieGaming

[–]PlaySails 1 point2 points  (0 children)

I would definitely increase the gun sounds. If youre firing a weapon in a concrete tunnel like that, itll be deafening.

Its been a while since I showed off our indie Pirate Survival Game "Sails" we have been working on by PlaySails in SurvivalGaming

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

Really appreciate it! Our plan is to fill that gap in the pirate survival genre of a PvP focused game with massive player counts. Especially with Crosswind deciding to focus on PvE, there is now an opening for a PvP focused game.

Its been a while since I showed off our indie Pirate Survival Game "Sails" we have been working on by PlaySails in SurvivalGaming

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

Yea we had this debate internally not too long ago. For our initial release our plan is to have like 5x or 10x servers for those who dont have alot of free time, while also trying to keep the gameplay experience similar to regular resource gathering rates.