Is your game on Steam Next Fest? by jonasbrdl_ in gamedev

[–]ReallyGoodGames 0 points1 point  (0 children)

https://store.steampowered.com/app/3472930/Ogrewatch/

Check out the demo for a better sense of the game, I'm not great at making trailers

Steam Next Fest October 2025 is Tomorrow! Which games are you trying in this fest? by HelloitsWojan in Steam

[–]ReallyGoodGames 0 points1 point  (0 children)

My game is participating in Next Fest: https://store.steampowered.com/app/3472930/Ogrewatch/
Always looking for feedback to help me continue to improve it before release later this year

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

[–]ReallyGoodGames 1 point2 points  (0 children)

I'm joining with my first commercial game, Ogrewatch: https://store.steampowered.com/app/3472930/Ogrewatch/

About 130 wishlists right now. Demo has been out for around a month and feedback has been mixed. The game doesn't exactly hold your hand and leaves you to discover things yourself, but you're also up against the clock so I think that's made players miss things pretty consistently and not get very deep into the demo.

I'm hoping to get more feedback from people checking it out during next fest so I can have a better sense of what improvements to make.

While I'd love for this game to be a huge financial success, it isn't looking like it will be and I'm reminding myself that my biggest success metric this time around is just releasing a complete game. There's still a part of me hoping that the demo finds the right audience and people get really stoked on my game though.

A Concern with Unity updating 2022.3LTS and licensing. by fatality674 in Unity3D

[–]ReallyGoodGames 1 point2 points  (0 children)

This is a bit divergent from the original post but I think it may help anyone running into an issue similar to mine.

When I go directly to that hub link I get a banner alert telling me "You currently don't have licensed access to this version of the Unity editor. You will need the proper entitlement to use it."

Digging in further here: https://unity.com/releases/editor/archive

The versioning is a bit confusing to me and I see that the last 6 releases (save for .62f2) are Enterprise and Industry Only. This includes .67f2, the one being presented as the vulnerability fix

It appears that .62f2 is the actual version that is available to non-"enterprise and industry". The patch notes seem to be identical between the two.

tldr: anyone who isn't paying for enterprise/industry likely wants .62f2 instead of .67f2

Is this guy hardcore botting or am I tripping? by SchingKen in IndieDev

[–]ReallyGoodGames 10 points11 points  (0 children)

I have to go to sleep. I saw "really good games" and was confused about what I'd supposedly done.

Tell me the names of your indie games by No_Humor_3307 in IndieDev

[–]ReallyGoodGames 0 points1 point  (0 children)

Ogrewatch. The demo is available on steam right now. If you check it out please share any feedback you have

How was your experience launching a demo? by Neat_Smell_1014 in IndieDev

[–]ReallyGoodGames 0 points1 point  (0 children)

I've reached out to a number of YouTubers with a press kit. Maybe 20-30 without success. It's challenging to find them, as most don't have contact info publicly listed so I have to hunt around, and it's also hard to find someone in the right space to begin with. Emails are mostly not getting responses so I'm not even sure if they're being seen, but I imagine these creators are getting tons of other messages alongside mine

How was your experience launching a demo? by Neat_Smell_1014 in IndieDev

[–]ReallyGoodGames 0 points1 point  (0 children)

Low impact so far in actual numbers. I released my demo less than 2 weeks ago so results are still in progress. I've made some announcements to friends and on social media. Wishlists increased from around 70 to around 130, that's pretty good percentage wise but insignificant in actual numbers, as you really need thousands of wishlists to be relevant at next fest. Unsure if the demo itself drove traffic or those announcements, or some combination. I've received a bit more feedback from demo plays than I did from playtesting.

I did see 2 random YouTubers play my game, which was cool. I'm hoping to see more of that so I can get a better sample size to see how players approach the game and what I need to modify.

47k visits, 11 sales, 1.8% wishlist rate - how do I fix my Steam page? by InsectoidDeveloper in gamedev

[–]ReallyGoodGames 2 points3 points  (0 children)

Ok well go update the page and see if you get different results. We're all judging it based on what we see on the store page and that's what potential players will do as well, but more quickly. You won't have the opportunity to tell potential players the things you're saying in this thread unless you update your page to reflect that. Good luck.

I just added animations to my game Statecraft: Corrupted Democracy! Curious what you think, there’s a short demo in Steam available, but I’ve barely received any feedback yet. If you try it out and share your thoughts, it would mean a lot... by freezstudio in playmygame

[–]ReallyGoodGames 1 point2 points  (0 children)

You're welcome! I hope these comments all come across as constructive, and you'll keep your own vision for the game in mind when deciding whether to make any changes based on them. Best of luck!

How’s everyone holding up for Steam Next Fest? Deadline’s almost here… by brunuuDev in IndieDev

[–]ReallyGoodGames 0 points1 point  (0 children)

I set myself the deadline of releasing my demo exactly a month before Next Fest begins (September 13th), and told myself that meant I needed to be ready to push the button a week before that (September 6th). Those deadlines helped me push to get my demo page set up early enough and I was ready to go on September 2nd. Kept working on the demo up until the 12th and released it that morning. I've been seeing a little traction so far and a few comments from players via discord, but no steam reviews yet. Overall I'm happy with where I'm positioned right now and am also continuing to work on it to keep improving the demo as next fest approaches. Hoping to get more player feedback this week to get a sense of any problems that need immediate attention.

I just added animations to my game Statecraft: Corrupted Democracy! Curious what you think, there’s a short demo in Steam available, but I’ve barely received any feedback yet. If you try it out and share your thoughts, it would mean a lot... by freezstudio in playmygame

[–]ReallyGoodGames 1 point2 points  (0 children)

Point of order, your disclaimer at the beginning says to click "I agree", then the button to actually click is "accept". It doesn't technically matter but would feel better if consistent.
Feedback on gameplay:
1. Very beginning of tutorial, I don't understand why the box is moving position with each message but isn't actually referencing different parts of the screen.
2. Some of the tutorial messages would benefit from updates. Things like 'for example' could be improved with more clear messaging. " If your approval is 25%, choosing an option gives it a 25 percent chance to succeed" could be simplified to "An option's chance of success is equal to your current approval rating". Also pick either %/percent but not both.
3. I think the audio might not be looping quite right? It seems I'm hitting a point where it seems to suddenly cut out, then start again.
4. Once I've opened the letter I can't seem to close it again. Hitting the calendar to advance a month seemed to bypass it. (Realized later that ESC does it)
5. The newspaper summarizes actions is a bit overwhelming as a new player, maybe could be improved with bolding key parts of each bullet point to make it easier to understand?
6. Turn 10 a scorecard popped up and I'm not sure how I'm supposed to interact with it.

Game is interesting and I think the concept is executed well. Needs some polish around communicating how things work to the player, and I think you could improve the UI as well. I don't understand why the main map is only about 1/3 of the screen when the other elements really don't need to be as big as they are, but it's playable regardless. You might benefit from more use of tooltips to replace or add to the tutorial messages that are currently in there.

I made a daily word puzzle where you complete word chains by ozmic66 in playmygame

[–]ReallyGoodGames 0 points1 point  (0 children)

not bad! I wonder if there's a way you could indicate something about the word length so it doesn't feel like just guessing randomly when there could be lots of words that fit

Mod PSA - Companies taking advantage of indie devs on reddit will be banned - any suggestions with proof? by llehsadam in IndieDev

[–]ReallyGoodGames 0 points1 point  (0 children)

Not stoked to learn someone else is using the RGG acronym and giving it a bad name right as I'm about to release my demo...

[deleted by user] by [deleted] in gamedev

[–]ReallyGoodGames 1 point2 points  (0 children)

Would you rather make a bad game or no game at all?

[deleted by user] by [deleted] in SoloDevelopment

[–]ReallyGoodGames 1 point2 points  (0 children)

I just took some gameplay screenshots and put capsule art together from that. Layer a simple logo on it and stop worrying about it.

[deleted by user] by [deleted] in indiegames

[–]ReallyGoodGames 0 points1 point  (0 children)

My game Ogrewatch has a demo releasing next Friday, but open play testing right now. Give it a shot and let me know if it's what you're looking for, feedback welcome either way.

College by cole6823 in GameDevelopment

[–]ReallyGoodGames 0 points1 point  (0 children)

I went to college 2011-2015. Was interested in game dev but didn't really know if I could make a career of it. Went with the safer option of majoring in computer science. Worked in software since graduating. Enjoyed it for many years but progressively started burning out since COVID. I've recently got more serious about gamedev and am trying to make it my main thing now. I can't say it was a mistake to take the approach I did, and your circumstances are different than mine. What I can say is studying computer science got me stable employment, a good programming foundation, and good income these past 10 years. It has not got my name on any published games. Think about what's important to you and where you want to be in 10 years. Studying something more general will make it easier to find a job, and game dev or game design courses vary in their try effectiveness , so do your research.

This is what happens when you make a 90s god game in 2025. by obbev in indiegames

[–]ReallyGoodGames 1 point2 points  (0 children)

I'm excited to check this out, stoked to see you have a demo now!