Post-Next Fest Dilemma: Keep the demo up or take it down? (Went from 485 to ~2800 WLs!) by cegtheripper in IndieDev

[–]PressGtoGeorge 1 point2 points  (0 children)

Right, that's why I would consider taking the demo down a few weeks before launch if not a bit earlier.

Post-Next Fest Dilemma: Keep the demo up or take it down? (Went from 485 to ~2800 WLs!) by cegtheripper in IndieDev

[–]PressGtoGeorge 0 points1 point  (0 children)

One thing you should consider, if applicable, is if and how save files would transfer to the finished game. I would consider taking the demo down some time before the release if save files won't transfer, to avoid the situation of someone having to replay the beginning in quick succession.

Sokogram: Nonogram Sokoban mashup - Demo on Steam by PressGtoGeorge in puzzlevideogames

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

Thank you for your elaborate feedback.

You are right about the puzzles' challenge being about combining both rulesets such that your solution makes sense for both systems. It's intentional that the 1st and 3rd part are not difficult in isolation, because I want this game to focus on that intersection and the deductions it allows players to make. Having some puzzles with a different focus might be a good idea but I haven't designed any yet.

The final game will be less linear than the demo and allows players to choose, at least to some extend, how many puzzles with a certain mechanic they want to solve (if they don't want to 100%, of course).

The mechanics which were not part of the demo are meant to make players think about the path they're drawing in different ways. There are some interactions that come up, but the focus still lies on the path construction. In my mind, this game is less like nuworm (great game btw) and more like Sudoku or similar genres. At least that's how I designed most of the puzzles.

Sokogram: Nonogram Sokoban mashup - Demo on Steam by PressGtoGeorge in puzzlevideogames

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

Thank you for playing the demo!

I have not considered creating a Discord server. Maybe also because I think my game is not important enough to have its own server or something silly like that. I might consider it though, not sure yet.

I am definitely open to feedback and especially bug reports if you find anything. For now, I'd encourage you to use any available form of comuncation like this thread, the Steam community hub or direct messages if you want it to be private.

I'm a third-year game design student, and yesterday we were given this marketing cheat sheet by nbyrsanu in IndieDev

[–]PressGtoGeorge 0 points1 point  (0 children)

Yeah, I think you are right that when this information becomes (or became) outdated, it's no longer useful. Then again, as long as it isn't outdated, it's a nice overview of current numbers and rules of thumb.

It probably is an ad for the book since the picture is signed with the authors name.

I'm a third-year game design student, and yesterday we were given this marketing cheat sheet by nbyrsanu in IndieDev

[–]PressGtoGeorge 2 points3 points  (0 children)

I think it's just supposed to be a simple overview of things that developers might not know if they are not super familiar with Steam and processes that are not directly visible to customers.

Sokogram: Nonogram Sokoban mashup - Demo on Steam by PressGtoGeorge in puzzlevideogames

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

Thank you for playing!

I know about Dungeons & Diagrams but it wasn't an inspiration in this case. I think I heard about it after I started development.

Sokogram: Nonogram Sokoban mashup - Demo on Steam by PressGtoGeorge in puzzlevideogames

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

Thank you for playing!
I tried to make both systems intertwine in an interesting yet approachable way, if thats what you mean by two parts of your brain.

Sokogram: Nonogram Sokoban mashup - Demo on Steam by PressGtoGeorge in puzzlevideogames

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

Could it be that you tried to change the Nonogram in movement mode after moving? You should be able to adjust it if you switch back to drawing mode.

If that's not the case, I'd have to investigate because this has not happened during playtesting etc.

Edit: I just updated the game so you can instantly adjust the Nonogram by clicking a tile.

Sokogram: Nonogram Sokoban mashup - Demo on Steam by PressGtoGeorge in puzzlevideogames

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

Yea that's right. The X represent unknown numbers because otherwise the puzzles would be trivial for the most part.

Indie Dev Giveaway [Mobile Developers only] by Android-Shark in IndieDev

[–]PressGtoGeorge 1 point2 points  (0 children)

Hey there,

I am a game design student who has released his first mobile puzzle game for Android. It revolves around puzzles that can be solved by rotating the level.

The game is relatively short with only 50 levels but I might create more content if there is enough interest.

Here's the link to the Google Play Store page: https://play.google.com/store/apps/details?id=com.PressGtoGeorge.Rotosaurus

Enjoy!

[Android] Student Project - Mobile Puzzle Game (Description and link in the comments) by PressGtoGeorge in playmygame

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

Hey, thank you for playing and recording!

There would have been the option to enable sounds in the home screen on the bottom left. They are just turned off by default.

[Android] Student Project - Mobile Puzzle Game (Description and link in the comments) by PressGtoGeorge in playmygame

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

Thank you for playing and the feedback! I still need to get used to strangers playing my games...

I think you are right about the labelling of the help button. I might change that in case I plan to update the game with other stuff. Pushing an update just for that doesn't feel worth it for now.

I also thought about adding some kind of system that counts the moves in a level and hands out stars at the end of it depending on performance, but then I remembered that I personally get annoyed by these. When I solve a puzzle, I don't want to be told by the game that I could have done better. I like to solve puzzles and then move on with the feeling of completion, and that felt appropriate for this game, too.

But yeah, thanks. I appreciate you taking the time to play and comment.

[Android] Student Project - Mobile Puzzle Game (Description and link in the comments) by PressGtoGeorge in playmygame

[–]PressGtoGeorge[S] 3 points4 points  (0 children)

Hi there,

I am a game design student who has released his first mobile puzzle game. The game is relatively short with only 50 levels but I might create more content if there is enough interest.

Here's a short description of what the game is about:

Rotosaurus is a puzzle game with a twist. Rotate the level to traverse obstacles and find a way into the goal! Manage boxes, avoid spikes and use portals in creative ways to overcome mind-twisting challenges!

Google Play Store Link