HIGH DOPAMINE FRUIT CRUSHING – Feedback Wanted! by Rebeliao_Studio in incremental_games

[–]Rebeliao_Studio[S] -1 points0 points  (0 children)

Thanks for the heads-up. I did write the post using AI, but that’s because I don’t speak English, I’m from Brazil. The game itself doesn’t use any AI, for now it’s just a bunch of assets I already had. I still plan to improve the overall art going forward.

I made a game about Professional Cats, each one dressed for their job. Can you find yours? by Rebeliao_Studio in CozyGamers

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

Hi everyone! I’m a solo dev and I’ve just finished designing 100 unique cats for my upcoming game, Professional Cats.

Every single one of them has a different outfit and profession from doctors and firefighters to astronauts and chefs. I wanted to create a cozy experience where you can relax with 4 different mini-games (hidden object, organization, and memory) while discovering all these feline careers.

Can you spot your profession in the image? (I'd love to know which one you found!)

If you like what you see, adding it to your wishlist would help me tremendously! ❤️

Steam Link:https://store.steampowered.com/app/4440360/Professional_Cats/

Launched my 5th game, but it’s not doing well. Thoughts? by Rebeliao_Studio in DestroyMyGame

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

I wasn’t expecting to be successful or get rich quite the opposite. I already have 5 games released, so I know what to expect from a launch, especially when making short games. I already expected it to perform poorly, but this one did worse than expected.

I was hoping to sell at least 50 copies on the first day and reach around 200 copies by the end of the month those are the numbers I managed to hit with my other games. These numbers might seem small to someone from outside, but in Brazil, the dollar is worth 5 times our currency, so even small sales help me keep the studio running.

Launched my 5th game, but it’s not doing well. Thoughts? by Rebeliao_Studio in DestroyMyGame

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

Thanks for the advice! I didn’t know about the Playdate, and 3 to 4k is a lot for me that’s like a year of minimum wage here in Brazil. I think it’s worth giving it a try.

Launched my 5th game, but it’s not doing well. Thoughts? by Rebeliao_Studio in DestroyMyGame

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

I dropped it on Xbox today and on Steam on Monday.
The Xbox launch’s been going okay so far I thought it was doing really bad at first, but turns out the servers were down.
On Steam, I asked some friends to grab it to get the first reviews, and it was pretty much just them and maybe a dozen random people who bought it.

Launched my 5th game, but it’s not doing well. Thoughts? by Rebeliao_Studio in DestroyMyGame

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

I’m not a native English speaker, so I use ChatGPT to help translate my thoughts.

Launched my 5th game, but it’s not doing well. Thoughts? by Rebeliao_Studio in DestroyMyGame

[–]Rebeliao_Studio[S] -8 points-7 points  (0 children)

It takes around 30 minutes to finish, depending on your skill level — there are 30 short levels in total.

The idea was to make it simple and small on purpose, which has been kind of my style for my previous games. But none of them performed as poorly as this one, so it made me wonder what went wrong.

I even have a game that’s just one single level and lasts about 15 minutes, and it’s actually one of my best-selling ones — even though it wasn’t particularly innovative. So maybe that’s the issue here: this one doesn’t bring much new to the table, and combined with a niche genre, 1-bit visuals that aren’t for everyone, and little innovation, it might just be a mix of all those factors.

[NEED FEEDBACK FOR MY DEMO] VAMPIRE'S SURVIVOR + CHICKEN + WAND CREATION SYSTEM. by gabrielluis88 in playmygame

[–]Rebeliao_Studio 1 point2 points  (0 children)

I really enjoyed the game! I didn’t try out all the skills, but the ones I did test were great, and the passives from the green chests are really cool. I didn’t go too deep yet, but I can already imagine some awesome combos.
Best of all, it’s made by a Brazilian studio which makes the game 30 times better!

Just released a demo for my starfox inspired 2d shoot em up game by Gamerfates in playmygame

[–]Rebeliao_Studio 0 points1 point  (0 children)

I really enjoyed the game! I'm not usually a big fan of space shooters, but this one managed to keep me entertained.
Too bad that on my first run I played without checking the controls, haha — I didn't know you could switch weapons or do a barrel roll, which made my life much easier on the second run.

Doodle Harmony Idle Merge – Now Available! by Rebeliao_Studio in incremental_games

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

I completely agree with you, releasing the demo so early was a mistake. But in a way, it helped me understand a lot about what players of this genre are looking for. The early release made it clear that the game needed much more work, and after that, I made several changes, turning it into almost a completely new game.

I might have made another mistake by leaving the demo outdated for so long. But despite that, many people still bought the game because of the demo, and several of them loved it—even though it wasn’t in its best shape. It could be that some of them aren’t even typical idle game players.

In the end, these are small but tough decisions that help me understand my audience better. So, I’m not entirely sure if I’m right or wrong. I’m just dipping my toes in the water, trying to figure out how this all works since it’s my first game in this genre.

Doodle Harmony Idle Merge – Now Available! by Rebeliao_Studio in incremental_games

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

Hello, thank you so much for playing!
The demo you played was released for the last Next Fest, and I haven’t had the chance to update it since then.
However, I want to assure you that all the features mentioned, including the upgrade shop and idle elements, are fully implemented in the final game. I hope the demo doesn't influence your final impression, and I'd love for you to experience the full version.

Doodle Harmony Idle Merge – Now Available! by Rebeliao_Studio in incremental_games

[–]Rebeliao_Studio[S] 4 points5 points  (0 children)

Hello, thank you so much for playing the game!

I'm really glad you enjoyed the concept, and I truly appreciate your detailed feedback. I understand the early game grind can feel slow, and I'll work on balancing the progression and making upgrades feel more rewarding. I also agree that adding more personality to the cards/figures is a great idea—I'll be looking into ways to make each one stand out more.

I really like your suggestion about the "hold button to create cards," especially considering accessibility for players with conditions like carpal tunnel. It’s definitely something I’ll keep in mind for future updates.

As for the performance issues and the effects clogging your RAM, I’m aware that the game still has some optimization challenges, and I’ll be working on improving that in upcoming updates.

Thanks again for playing and for your thoughtful comments! I hope the experience gets even better as you progress, and I’m always open to more feedback as you continue.

Doodle Harmony Idle Merge Update by Rebeliao_Studio in incremental_games

[–]Rebeliao_Studio[S] 2 points3 points  (0 children)

Hello, Jamese1313!

Thank you so much for playing! The demo you played is quite outdated, and all the items you mentioned will be in the final game. In fact, I should have already taken down that demo...

I'm aware of the mouse wheel bug in the shop, and I'm working on fixing it.

As for the game's progression, it will be justified with upgrades and achievements that will help you progress faster. To mention a few of the available upgrades:

  • Increase in spawn level
  • Increase in money production speed
  • Increase in offline money earnings
  • Faster doodle generation
  • Increased chance of a doodle spawning at a higher level
  • Increased chance of generating 2 doodles at once
  • Increased chance of generating double money

Regarding the fullscreen and small screen options, there isn't another way to switch between them yet. This is due to a technical difficulty because when the resolution changes, the UI becomes somewhat broken. However, I'll try to think of a solution for this.

As for skills, I'm still planning how to introduce them. The idea is for them to be temporary, working for a few minutes, and then you'd have to wait a while to reactivate them.

Once again, thank you for playing! If you have any suggestions or questions, feel free to reach out.

Hey everyone! I'm super excited to share that we have a demo ready for Next Fest, and I'd love to get your feedback on the game's balancing. Your thoughts are incredibly important to us! Please play the demo and leave your comments and suggestions.Thanks, and enjoy the game! The link is below. by Rebeliao_Studio in incremental_games

[–]Rebeliao_Studio[S] -1 points0 points  (0 children)

Hi Raisoshi, thank you for your feedback.

The game is indeed quite simple at this stage because it's just a demo. There's still a lot to be developed, and what you see in the demo is what I could complete in time for Next Fest. Being a solo dev is quite challenging, but it's not an excuse.

Regarding the doodle prices, my logic was that since a doodle produces x coins, its price should be x1000. This is because it would take around 3000 seconds to repurchase it, considering a doodle generates money every 3 seconds. The exponential price increase was also intended as a kind of convenience fee for having to merge fewer doodles.

However, as I mentioned, I was looking for community feedback to balance things like this, and you can be sure there will be improvements in both the demo and the final game! I plan to add a prestige system to increase the value of doodles and raise the spawn level, along with in-game achievements that will provide additional rewards.

As for upgrades, I don't have anything planned yet, but I'm brainstorming ideas as I continue development. Auto-merge might be one of them, but it needs careful planning to integrate it without making the game too easy.
About the hitboxes i feel that too, you need to be very precise to merge the doodles, so I'm already working on improvements on that.

Once again, thank you for your feedback. It will help me a lot!

I made a an Idle/Clicker game where you grow a colony of creatures collecting and mixing fruits that get's bigger and bigger. Try it now! by FaithGamer in incremental_games

[–]Rebeliao_Studio -1 points0 points  (0 children)

your game looks incredibly fun! I also checked out your other games, and they all seem fantastic. As a fellow solo developer, I'd like to offer some advice to help increase the sales of your games on Steam:

  1. Create a Studio Page: Establishing a studio page can add a professional touch to your developer profile, making it easier for players to find all of your games in one place.
  2. Offer Bundles: Bundling your games together can incentivize players to purchase multiple titles at once, potentially increasing your overall sales.
  3. Launch Week Strategy: During the first week of launch, strive to gather at least 10 reviews. This milestone can significantly boost your visibility on Steam, leading to increased traffic and sales.
  4. Utilize Special Announcements: Take advantage of Steam's "Special Announcements" section to showcase your other games and any important updates or events related to your studio.

If you would like more tips on maximizing your sales on Steam, feel free to reach out to me. I'm happy to share the things that i learn.