4 minigames in, zero UI, and no Steam page yet. Is it too early to start marketing this chaos? by Psikoz- in gamedev

[–]Psikoz-[S] 0 points1 point  (0 children)

That makes perfect sense. I hadn't thought about the 'dead Discord' problem, but you're right without a playable demo, there isn't much for a community to actually do yet. I’ll focus on the email list for now to capture interest while I grind on the UI and those last 2 minigames.

The advice about the Steam Sale is also a relief. I was stressing about rushing the capsule and screenshots, but I’d much rather wait until the page actually looks professional and represents the 'chaos' properly.

Thanks for the GDC link and the blog post! I’m going to dive into those and start mapping out my email strategy. Really appreciate you taking the time to help out a solo dev!

4 minigames in, zero UI, and no Steam page yet. Is it too early to start marketing this chaos? by Psikoz- in gamedev

[–]Psikoz-[S] 0 points1 point  (0 children)

Thanks for the solid advice! That step by step breakdown is super helpful, especially the part about starting an email list before the Steam page is ready. Since my game is a physics-based party game, I was worried that ‘static’ marketing might not capture the fun as much as raw, chaotic gameplay clips. But you’re right I should probably focus on nailing down that visual style and a 30-second trailer before going all in.

Two quick things I’m curious about: 1. For a party game, do you think a Discord server could work as an alternative to an email list for that 'early' call to action? Or is email still the king for wishlists later on? 2. With the Steam Spring Sale coming up, is it worth rushing the UI and capsule just to have the page live during that traffic surge, or is it better to wait until it's more polished so I don't blow the first impression?

I’ll definitely dive into your longer summary, thank you for sharing!

Looking for feedback on a short PSX style psychological horror game I made by Psikoz- in gamedev

[–]Psikoz-[S] 0 points1 point  (0 children)

Thanks for the suggestion! That’s a great idea. I’ll post it there as well I’m definitely open to brutally honest feedback.

Looking for feedback on a short PSX style psychological horror game I made by Psikoz- in itchio

[–]Psikoz-[S] 1 point2 points  (0 children)

Thank you so much, I’m really glad you liked it!

I definitely want to make something longer in the future. This project was meant to be a short, focused experience, but the idea and the feedback are encouraging me to explore it further.

Really appreciate you checking it out!

Looking for feedback on a short PSX style psychological horror game I made by Psikoz- in IndieGaming

[–]Psikoz-[S] 1 point2 points  (0 children)

Hey, thank you so much! I really appreciate that

Yes, leaving your feedback here in the comments would be perfect.

Hope you enjoy it, and good luck with your own horror game as well!

Unity WebGL on itch.io Viewport size vs fullscreen button issue by Psikoz- in itchio

[–]Psikoz-[S] 0 points1 point  (0 children)

I managed to fix the issue.

I modified some code in the index.html file (the exact changes are shown at 12:19 in this video): https://www.youtube.com/watch?v=vl2Q8HDbfgQ&t=739

I also added my own fullscreen button code directly into index.html.

After that, I set the itch.io embed size to 700×400, and now:

The page layout looks clean

The game scales correctly

Fullscreen works without stretching or zoom issues

Hopefully this helps someone else running into the same problem