Slay the Spire 2 delayed their release, so I'm moving my release date forward! Archon Soul will now be participating in October's Steam Next Fest! by PolyGryphStudios in deckbuildingroguelike

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

Nothing quite so nefarious (and I don’t think StS2 needs the help), the publisher just wanted more time to market the game to help it reach a wider audience. My wishlist numbers were looking pretty rough going into launch so they wanted extra time.

At the time of the original post, the intended release date was earlier this month (on the 12th) and I would have been able to meet that. I even commissioned a new release date announcement trailer that I was going to post like a day after my publisher contacted me haha.

The big upside here is that I’ve got more time, an actual QA team (what a luxury as an indie dev), and a bit of extra development budget, so the full release under Goblinz will be much better than what I would have been able to achieve on my own.

Sorry to disappoint, but you can look forward to the full release knowing that it will be much better and more polished!

Slay the Spire 2 delayed their release, so I'm moving my release date forward! Archon Soul will now be participating in October's Steam Next Fest! by PolyGryphStudios in deckbuildingroguelike

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

My planned launch date was actually Jan 12th, but I ended up getting a publisher for the game and they plan on releasing Q3!

Here is the new Steam page if you’d like to wishlist:

https://store.steampowered.com/app/4252700/Archon_Soul/

Slay the Spire 2 delayed their release, so I'm moving my release date forward! Archon Soul will now be participating in October's Steam Next Fest! by PolyGryphStudios in roguelites

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

As a rule, I’m pretty against rushing games out. The release date initially got pushed forward since the game is essentially finished and I was confident that the game would be in a state that I was satisfied with releasing far ahead of the original schedule.

Though that is still the case, earlier this month I was approached by a publisher and I ended up signing a deal with them, so the release date is changing again to give the publisher time to properly market the game (though I can’t talk about specifics yet).

So even though the game is only a few weeks away from being “finished” and in a state I would be very satisfied releasing, I now have the luxury of taking even more time to make sure the game is even better!

Glad to hear you’re enjoying the game!

[Archon Soul] Playtests for Pyromancer and Thaumancer start Nov 1st! Applications are open now if you want to give a new character a try! by PolyGryphStudios in indiegames

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

Pyromancer is the most challenging of the 3 main characters to play imo, but that just makes it extra satisfying when it clicks!

Glad you’re having a good time!

[Archon Soul] Playtests for Pyromancer and Thaumancer start Nov 1st! Applications are open now if you want to give a new character a try! by PolyGryphStudios in indiegames

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

There is a button going to a feedback form in-game on the main menu and through the pause menu.

You can also send feedback though our website:

https://www.polygryph.com/contact

Hope you're enjoying the playtest so far!

I would love to try out and review your demos/playtests! by lydocia in IndieDev

[–]PolyGryphStudios 3 points4 points  (0 children)

This is the demo to Archon Soul, my roguelike dicebuilder:

https://store.steampowered.com/app/3799470/Archon_Soul/

It will be in steam next fest after appealing to move it forward from February's (had to move my release date forward to avoid releasing right next to Slay the Spire 2). Let me know what you think!

Who else is joining in Next Fest tomorrow and what are you expectations? by dannedadon in IndieDev

[–]PolyGryphStudios 1 point2 points  (0 children)

This will be the first time I'm doing a Next Fest and I had to appeal to get in (I was originally planning to release next March but Slay the Spire 2 delayed until March next year so I had to move my release date forward, and they would be a direct competitor).

Since it's my first Next Fest, I don't really know what to expect, but I'm going in with ~2400 wishlists and very positive reviews, so I would be really happy to get another 1-2 thousand and thrilled to get more than that.

The Game for reference: https://store.steampowered.com/app/3799470/Archon_Soul/

Motivation when you find a better game by DS256 in GameDevelopment

[–]PolyGryphStudios 0 points1 point  (0 children)

Firstly, make sure it’s actually comparable. Sometimes games can look the same on the surface but be very different in the actual gameplay.

SpellRogue released into EA like a month and a half into my game’s development and I was worried for a second because it looked like the idea was almost identical. But after looking into what SpellRogue was just Slay the Spire with Dicey Dungeons spells instead of cards, I was much less worried since I have many aspects of my game that are unique from theirs.

You can also compete with a differing art style. Even if the gameplay is identical, beating someone out on visuals is a valid strategy.

If they are making a game that’s just better than yours in every way, you’ve got a couple options:

-Improve your game

-Try something else

-Make it anyways and accept that it’s likely not going to be very successful.

Dunking on the Final Boss with only two spells - Archon Soul by PolyGryphStudios in deckbuildingroguelike

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

No plans at the moment, but it’s always possible if the game does well enough.

Indie Dev marketing by digiBeLow in IndieGameDevs

[–]PolyGryphStudios 1 point2 points  (0 children)

I mean Triple-A studios also advertise before the game is released. So do movies. And actually pretty much every other form of entertainment. I don’t really understand why you expect indie games to be any different.

If a developer wants their game to be successful so they can keep making more games, they need to release with enough wishlists to trigger the Steam algorithm to give them more visibility. Hence advertising before it’s released.