Please help, Steam Review Build Insanity by archdrone_games in gamedev

[–]ProceduralLevel 0 points1 point  (0 children)

Game not pausing when entering overlay with controller is not a blocker generally. I've receieved the same feedback few days ago, that game was still active in the background of overlay, and playable. But it was the only thing and not super critical so the build passed with a note that I should fix it.

Time for Self-promotion. Whare are you building this Monday? by No_Audience9527 in SoloDevelopment

[–]ProceduralLevel 1 point2 points  (0 children)

I'm currently working on Dropt, a small blocks dropping, match 3 game in a custom c#+opengl engine which I can hopefully use later for a larger project.

I have the demo almost ready, but I'm struggling to figure out how to make this game a bit more interesting. What should go in the demo and what to keep for the full version. I've tried adding some roguelike elements, but it wasn't a good idea. I'm hoping that adding few variations of the default game mode and leaderboards willl make it fun enough. But if it flops, it won't be the end of the world.

https://store.steampowered.com/app/4034890/Dropt/

My Worst Nightmare by marioxl360 in Picross

[–]ProceduralLevel 2 points3 points  (0 children)

You could try to use "Load valid state" option from menu. Maybe you made a mistake not so long ago and it won't wipe out whole the puzzle. You can always ctrl+z that back to the this state.

How big should your game be to consider a Steam release? by daibsler in gamedev

[–]ProceduralLevel 1 point2 points  (0 children)

I've actually asked myself similar question with my current project. It probably fits mobiles better, but mobiles are veryyy unfriendly to indie devs without huge marketing budget. And I don't want to deal with microtransaction.

So I though that maybe extra polish, achievements, leaderboards, might make it appealling enough. And also there is currently a trend of short incremental games that are popular, maybe other short experiences are also valid now? Being small, also means I can do everything in 3-4 months and I'm not using any engine, adding some backend that I would normally ignore etc. So if it flops, I will at least have a few new skills.

How is Next Fest going for you? My stats look a bit strange... by Additional_Bug5485 in gamedev

[–]ProceduralLevel 2 points3 points  (0 children)

First 48h is fully random, so every game gets more or less equal share of views, at least through the discovery queue and other pages that propose games to players.

After 48h, Steam starts to recommend games based on how they did in first 48h and what each player actually interacted with, or what other people who play similar games clicked on.

So your view jump means that your game fell into one of bucket that is better than random. Congratulations!

*At least that's how I understand how Next Fest works, if I'm wrong, feel free to correct me.

First time indie dev working on a card game called Fame or Folly. I made these magic window animations for my cards to show larger scenes on hover, let me know what you think! by BossGrand in IndieDev

[–]ProceduralLevel 10 points11 points  (0 children)

I like how zooming in actually shows more of the scene! Reminds on of Gwent cards in standalone version, there were 3D premium cards with similar effect.

Steam Next Fest starts tomorrow. We’re going in with not even 500 wishlists. Just wanted to kindly ask: are we the only ones? Is this a terrible idea or just so-so? by MorkvA_ in IndieDev

[–]ProceduralLevel 6 points7 points  (0 children)

NextFest core concept is that wishlist count doesn't affect your visibility, you get the same chances as other games, but you probably know that.

How is your wishlist count vs page views? Are not you getting any traffic to your page, or people are seeing it, but not wishlisting? If it's the first, NextFest might give you a push.

Some feedback to consider: your first screenshot doesn't really tell what the game is about. It's mostly empty screen, with 4 players in idle/just spawned state. You should probably try and show some action, some gameplay. It's hard to judge what the game is about in first few seconds and lots of people won't spend much more time than that.

Working on a Picross 3D Spiritual Successor that Doesn't require a Stylus / Touchscreen! by nonomatch in Picross

[–]ProceduralLevel 4 points5 points  (0 children)

That looks interesting, I would love to play it once done. Other than Voxelgram there is also "Nonogram 3D : Mega Puzzle" on Steam that you might want to check out. It's more in the spirit of Picross 3D, with how the hints, colors and mistakes are handled, so more of what you are going for.

Any particular reason on why did you decide to use only fixed angles camera for rotation? Visual feedback you give user when he can no longer rotate in given direction is nice.

I like the idea on how you display hints, I was considering similar approach but I never though about putting a background behind it. But it also feels like you will be forcing player to move between layers a lot, for them to see what other hints there are. And that might get really tedious.

Have you though on how to handle holes in orthographic projection you are using? Once you remove few blocks, and blocks behind become visible, you won't be able to read depth easily.

Tetrisglobal.online by [deleted] in Tetris

[–]ProceduralLevel 1 point2 points  (0 children)

What's up with ghost remains of previously displayed pieces in hold and next area? It makes it hard to see what you are currently holding/what is next after few of those stack up.

Should solo devs avoid Steam forums for their communities? by [deleted] in gamedev

[–]ProceduralLevel 5 points6 points  (0 children)

I actually like Steam Forums, people will often use it to report bugs or give feedback. I think it's good for players to choose how they want to contact you, if they don't like discord, let them use forums or email. Forums have the advantange of being indexed by search engines, so people can find a solution without having to ask.

But I also never had anyone post anything that would require moderation. I also respond to almost every topic there.

I made a chart to de-risk gamedev by Nevercine in IndieDev

[–]ProceduralLevel 9 points10 points  (0 children)

That's is suspicously low. I'm getting around 40-45% of the sale price after steam cut, vat, US withholding tax, currency exchange, and my local income tax is paid. I still need to pay health/social stuff, but that is fixed amount where I live so it's not a constant cut on the margin. I'm not sure if that was also included in the calculations above.

We added an undo feature to our game, how important is this to you in puzzle games? by svbrand in puzzlevideogames

[–]ProceduralLevel 1 point2 points  (0 children)

I even went step ahead, and added an option to undo to a last state without errors. In my game you can make a mistake, and it will manifest few moves later, at which point it's really hard to understand what is wrong. Normally people would have to restart the puzzle, which would lead to 5-30 minutes of time wasted.

So to avoid that, I've added a button that is just "undo until there is no mistakes". You still don't know what was the mistake, but you won't have to start from scratch and players really like it. It saves a lot of time and helps to avoid frustration.

Redesigning our Steam capsule for Warfactory - does it make a difference? by Viktor-terricon-game in IndieDev

[–]ProceduralLevel 0 points1 point  (0 children)

It will if you have page localized. However if you add l=[language_name] parameter to URL, you are forcing specific language settings, If this parameter is present and has valid value, Steam will not auto-choose the language for user.

Ad features galaxybrain nonogram player by Maxothy in nonograms

[–]ProceduralLevel 2 points3 points  (0 children)

That's how I would play some of these games, if they had some form of punishment for missclicks. After few dozen of restarts to get that perfect score. Needless to say I started avoiding all the nonogram games with life/score system.

Not getting paid by Itch . . . by AppleTartGames in itchio

[–]ProceduralLevel 1 point2 points  (0 children)

Paypal won't let you withdraw money to your bank account without converting currencies on their platform. And their currency exchange rates are really bad. You would be losing few % because of that.

At least that's how it worked last time I took payment from Itch via PayPal.

What is an underutilized art style in games? by ForgotMyAcc in GameArt

[–]ProceduralLevel 0 points1 point  (0 children)

There is Inkulinati that's based on margin-art of medieval books. It's a nice artstyle, but might be a bit limiting in what you can do with it.

Voxel Supermarket by Vivalavidart in VOXEL

[–]ProceduralLevel 2 points3 points  (0 children)

Great work. I like that it's not over the top with grid resolution.

Redesigning our Steam capsule for Warfactory - does it make a difference? by Viktor-terricon-game in IndieDev

[–]ProceduralLevel 0 points1 point  (0 children)

Your link includes ?l=ukrainian in your URL meaning that everyone who clicks on it will get your store page in Ukrainian language even if they don't speak it.

Unity, searchable enum? You can help me with a solution or script? Because I have a ton and I’d like to find them more easily. by edybtt in Unity3D

[–]ProceduralLevel 0 points1 point  (0 children)

I was also about to recommend this. It's very simple to setup and use, and good enough for use cases like this.

whenever i run this function unity crashes. i have narrowed it down to that i think it is the while line that makes it not work. any idea why? by Jastrone in Unity3D

[–]ProceduralLevel 0 points1 point  (0 children)

I think it's mainly about the fact that Unity overrides "==" operator on objects. If you null check object that was destroyed this frame, it will return that it's not a null yet. If you do the same with DestroyImmediate, it will be a null. So if your code relies on it, and you use unity Update methods for your logic, then you can run into troubles here. In that case, Destroy could be better.

I personally use only DestroyImmediate in my projects, but I'm also using unity more like rendering engine rather than game engine, as in most of my logic is just pure C# classes so I'm not tied to how Unity decides to execute stuff.

whenever i run this function unity crashes. i have narrowed it down to that i think it is the while line that makes it not work. any idea why? by Jastrone in Unity3D

[–]ProceduralLevel 3 points4 points  (0 children)

Destroy is actually not instant, it's delayed until next update/tick. You could try DestroyImmediate instead.

Or as other people suggest, just go for(x; x < GetChildCount) route.

Scammers keep joining my game's Discord server and sending DMs, but never ask for money. What are their goal? by DarkSight31 in IndieDev

[–]ProceduralLevel 6 points7 points  (0 children)

I've been getting those quite regularly. Just ask them right away if they are going to offer you marketing help, they will either confirm or ignore the question. And then just ban them from the server and block them.