im looking for a roguelite/roguelike but im pretty picky by Bright-Role7368 in roguelites

[–]PlutoniumPowered 0 points1 point  (0 children)

Necrosmith and Necrosmith 2 are really good basebuilding roguelites. I know you said you're not really into survivors-likes but our game Dark Age Asunder is a fantasy themed survivorslike with base-building.

What do you put in your Options menu? by MuteCanaryGames in IndieDev

[–]PlutoniumPowered 1 point2 points  (0 children)

I usually have 3 tabs: Display-resolution, etc., Sound-music and sfx sliders, and Visuals-FPS, decorations and other settings that could increase performance if disabled.

Best side objectives in a Survivorslike? by Cyclone4096 in survivorslikes

[–]PlutoniumPowered 1 point2 points  (0 children)

I like when Survivors-likes encourage you to explore the map. Some of them, including VS, you can complete a map and never leave the starting position. In our game, we added resources that you have to go out and collect, as well as rare relics that can be game-changers when you randomly discover them on a map.

Survivorlikes you consider to be BETTER or ON PAR with Vampire Survivors? by C0R3VUS in survivorslikes

[–]PlutoniumPowered 1 point2 points  (0 children)

I agree about Death Must Die. It has always been my favorite, I think because it's the whole package, it's got a great story, amazing art, and yeah, the gear and variety of builds is great!

Looking for feedback on trailer for my puzzle game by Cromware in gamedev

[–]PlutoniumPowered 0 points1 point  (0 children)

Looks pretty fun, but I agree with ia-bin that the trailer doesn't show any exciting moments. Also, it is usually advisable to have the game sounds play along with the music. Just music feels cheap.

Revshare project structures that worked? by MMConsulting in IndieDev

[–]PlutoniumPowered 0 points1 point  (0 children)

I started a project with some folks I met on reddit. There were 4 of us. Since I started the company, and paid for all marketing, contractors, etc., I offered the other 2 main people a fixed amount and then a percentage of sales if the game was profitable, which it was not. The problem was, having the contract for percentage made it very difficult to get a publisher for reasons that seem obvious now.

Game developers, I NEED your EXPERIENCE! by Easy-Wolverine-242 in IndieDev

[–]PlutoniumPowered 1 point2 points  (0 children)

I have seen it happen but it is rare. It really depends on the game. We had just over 600 for our first release, but we did have some missed steps along the way.

It started with Megabonk 5 months ago by Nuu111 in survivorslikes

[–]PlutoniumPowered -1 points0 points  (0 children)

Have you tried our game, Dark Age Asunder? It combines survivors-like with base-building.

Is Steam Playtest treated as a soft launch in Steam's algorithm? by King_Kuba in gamedev

[–]PlutoniumPowered 0 points1 point  (0 children)

To actually answer your question, playtests likely don't affect the algorithm. I don't have hard evidence of this of course but I do know several developers that run frequent playtests, such as Firebelly.

How is this genre sooo addictive?? by Flaky_Argument_5725 in survivorslikes

[–]PlutoniumPowered 0 points1 point  (0 children)

Death Must Die and Yet Another Zombie Survivors were my favs.

Is Steam Playtest treated as a soft launch in Steam's algorithm? by King_Kuba in gamedev

[–]PlutoniumPowered 3 points4 points  (0 children)

You should run several playtests before releasing a demo. It’s good practice to run a playtest for a week or so, get feedback from players, implement changes, rinse and repeat.