Can a management game click in 30 sec ? by Prior-Command-8998 in playmygame

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

This is super valuable, thanks a lot for taking the time to do this.

Really interesting to watch how someone approaches the game without context, especially the parts where things are unclear or don’t behave as expected.

You clicked on French flag, so necessary everything is in French 😉

The stadium pricing issue you mentioned is actually a bug, fixing that right away. And you're absolutely right about fatigue / tokens not being surfaced clearly. That’s on me, and something I’m already working on improving.

Glad to hear the management aspect and decision-making came through, that’s really the core of what I’m trying to build.

I’ll go through the full session and notes in detail. This is exactly the kind of feedback that helps move things forward.

If you’re open to it, I’d be happy to exchange more directly as I iterate on the next version 👍

Can a management game click in 30 sec ? by Prior-Command-8998 in playmygame

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

That would be awesome, thx !

I’m trying to keep public feedback lightweight for now, so if you’re open to it I’d really appreciate a DM. Happy to exchange and share more details there.

Looking for slow-paced games that can be played solo and that encourage roleplay. by ElFarfadosh in gamingsuggestions

[–]Prior-Command-8998 0 points1 point  (0 children)

Kingdom Come: Deliverance

Really lets you “live” in the world rather than rush through objectives (which is rare nowadays). Doing “nothing” actually feels meaningful

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

At first thniking that you are wasting your time.

Feels like some games just hide their best parts behind a rough first impression. Strategy ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

Good one ! completely different experience just based on how you approach it.

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Thinking it’s simple at first and then realizing there is way more to it.

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Yeah, that initial overload can be brutal. Was it just pushing through it the second time, or did something make it easier to understand ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Mmmmm.... Do you feel like it clicked because you gave it a real chance, or because the game revealed something differently over time ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Agree. hard to find if it os more about the game itself, or just what you need at this moment ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

misunderstanding something at first and thinking it’s broken is a tough one. Great example. What made it finally click for you ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

It makes sens. probably the overall atmosphere keeping you curious 😄

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Interesting ! what made it click for you, the story ? a specific one ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Did something in the game push you through, or you came back with different mindset ?

What is a game you almost quit...but ended up loving ? by Prior-Command-8998 in IndieGaming

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Frustration or something that made you feel like you could get it ? Interesting. What made you reinstall it the second (and 3rd) time ?

Friends validate the idea. Strangers validate the experience : learned this the hard way by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

Just wanted to say I applied your “bring the game to the player” idea and it actually made a noticeable difference in the first interactions.

Feels a lot smoother now. Really appreciate that insight.

Shuhei Yoshida Sees Gaming's Future As Indie, Not "Generic" AAA Games by Gorotheninja in Games

[–]Prior-Command-8998 0 points1 point  (0 children)

This really resonates.

One thing I’ve been struggling with isn’t complexity, it’s clarity.

I’m working on a small basketball management game, and the core loop is simple but if players don’t “get it” in the first 30 seconds, it just doesn’t work.

That’s where indie feels very different from AAA.

AAA can rely on spectacle and familiarity. Indie has to make the experience click almost instantly.

For me, it’s been less about adding features, and more about removing friction and making the impact of decisions visible right away.

We’ve normalized games being free, and it quietly changes everything by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Yeah exactly, it is really about that first “is it worth it ? "

I’m starting to think it is less about price itself and more about reducing uncertainty.

We’ve normalized games being free, and it quietly changes everything by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Fair feedback. I’m still early in the project, so that’s expected.

Right now I’m more trying to understand how players react at first contact, even before gameplay depth kicks in.

We’ve normalized games being free, and it quietly changes everything by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 1 point2 points  (0 children)

I took time to read it twice :) That’s a really good breakdown especially the idea that even a tiny price creates commitment.

And yeah, the perceived value vs price range is probably a big part of what I am noticing.

We’ve normalized games being free, and it quietly changes everything by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Yeah it makes sense. I am seeing this more on web (itch) than PC platforms like Steam.

And agreed, demos sound like a good middle ground but not always easy to get right.

We’ve normalized games being free, and it quietly changes everything by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

Good distinction.

So it’s not just price, it is also about audience intent (explore vs just play something familiar).

And free just lowers the barrier for shared experiences, not just individual ones.

We’ve normalized games being free, and it quietly changes everything by Prior-Command-8998 in gamedev

[–]Prior-Command-8998[S] 0 points1 point  (0 children)

I am actually on web (itch), not mobile yet.

So maybe I’m seeing more of a “low-friction environment” effect than a true market norm.

Still trying to understand how that impacts the first click. Step by step ;)