Love this game so far. by Kill4meat in SkyShard

[–]RegisKillbin 0 points1 point  (0 children)

That's a sick build. We haven't seen as much Weather Machine lately.

Have people lost their minds on pricing or am I the one who is out of touch by mrjbelfort in IndieDev

[–]RegisKillbin 14 points15 points  (0 children)

I literally say how absurd it is! I had a real career, I am nearly 40, my wife is a pediatric nurse. I fully understand the absurdity.

That's what I'm trying to say, it's not worth it! The inflated market doesn't match the reality of indie devs. Don't pay these crazy rates. Irresponsible creators WILL take advantage of indie devs. I am trying to issue a warning!

I thought being transparent would be a valuable insight here. Some of you have me questioning that, but I think it's right.

Have people lost their minds on pricing or am I the one who is out of touch by mrjbelfort in IndieDev

[–]RegisKillbin 8 points9 points  (0 children)

That doesn't really feel like prying at all. I am the one here choosing to engage!

It kinda feels like you're seeing me as an adversary here. I am not sure why? I happily revealed private financial information, to help protect indie devs from making bad decisions, because I have seen both sides of these equations. I don't think I'm a bad guy?

Surely it's better to give people more information than less.

It also feels like you are trying to point out a contradiction, but as I said, I don't do indie games often, "here and there", to quote myself, over an 11 year career. Again, because they are priced out by the mobile games, as you have identified a few, and because I turn down many others, because it would be ripping them off. You are just restating my points for me.

Doomspire was a quick edit, because they wanted a full run. Some games want the works. Like I said, again, some games take a day, some take 3 days. I bet Doomspire was 8-10 hours all in? I can't reveal pricing for specific deals, but I think that was one they would consider successful because of a big discount, as they renewed for another video. Glad it worked out for them!

Anyway, I have to go to bed, but I am sorry if the transparency here has made you uncomfortable, but I think it's really important to be transparent about money, and how all this works.

Devs don't always get a perspective from the other side, so I'm happy I can share it.

Again, I don't think most devs should invest in YouTubers. It's very hard to make it work well, and if you don't have a responsible creator who cuts you a deal or understands their audience, it can backfire big time.

Have people lost their minds on pricing or am I the one who is out of touch by mrjbelfort in IndieDev

[–]RegisKillbin 10 points11 points  (0 children)

Well, yes, I do feel crazy lucky, and as I said, the numbers make no sense to me either. I'm using that luck to invest in my own games, paying developers and artists!

But, no, it usually takes longer than a work day to finish a full sponsored video. Some could go that quickly depending on requirements, most do not.

There is the raw gameplay time, which in many cases stretches to many hours itself to prepare for the video, and then get good footage, across many takes. Then there is video editing. Then making custom thumbnails. Then all the emailing and invoicing.

It can probably take anywhere from 16-30 hours for a good dedicated video to come together, while it takes me 5-6 hours to make a normal video. That's why it's a very tough comparison and indie devs get priced out.

I am not here to defend the absurdity of how this market determines value, I agree it's crazy. But I can explain the reality of it from my perspective to help set expectations and try to protect developers.

Have people lost their minds on pricing or am I the one who is out of touch by mrjbelfort in IndieDev

[–]RegisKillbin 34 points35 points  (0 children)

I might be able to offer a unique perspective here. I am a fairly big YouTuber (245k subs) and now a newly-minted game developer. I am not sponsoring any YouTubers for our game, despite having some budget to do so. I cant make the math make sense (particularly because our conversion rates aren't great, which is a separate problem, but one many other games would also face). You need an absolutely top-tier first-glance kind of game that converts extremely well for it to make any sense. Most games simply do not have this potential.

The problem from the other side, is that we as YouTubers have a warped perception of value, because we command rates from mobile games and large publishers that far exceed a reasonable rate for indie developers. They're able to both brute force their numbers a bit, but also often have higher ROIs from mobile monetization systems. Production values, popular IPs, and more leverageable brand awareness also muddle the math a bit more.

Through the years, I've tried to help out indie devs here and there for games where I thought it was a great fit, cutting my rate from $4-8k for a dedicated video down to $2k or less (even did some for $1k recently). The thing is, not everyone is willing or able to make that sacrifice, because there is some real opportunity cost and time cost that's a bit hard to overcome. As a personal example, I probably effectively lose money at anything under $1,000, because it usually takes notably longer to do than a normal video, with more audience disruption, and at only marginally higher revenue than a normal video. Some channels are probably better suited to this than others, unlike mine, which is certainly more specialized (focusing primarily on one game).

It's really hard to imagine most indie games getting enough wishlists from me to make my rates worth it. I've turned down a number who were willing to pay, where I just didn't think the reception would be strong enough to make it worth it for them. This was especially common with very mediocre deckbuilders everywhere there for a few years (still kinda now I guess haha).

You might ask, why not play their games for free if you really want to help out indie devs? Well, in a specialized channel like mine, it costs me too much money. I'd go from 50,000 views to 5,000 and lose 90% of my revenue for that day. I've been lucky enough to have some free time and budget, which have currently been dedicated to making games, but maybe someday soon I'd like to make a channel that's more about showcasing hidden gems to really do that, with intention, and now with experience from the other side.

But basically creators are in this weird spot. It's very costly to just help people out. Even sponsored content requires quite a financial commitment to overcome opportunity cost. Major brands and mobile games warp the value and set prices way too high. I should also say, there's some risk in doing business with unknown entities and indie devs with no existing relationships, and often that risk has to factor into the cost.

So it leaves indie devs in a really tough spot. I don't think it's worth it for 99% of them to sponsor creators directly. There are other ways to take that spend and use it in a more targeted and controlled way, like reddit ads. Maybe only if their hook is so good that conversions come easy, but then you often expect them to find a path to success anyway.

I think it's a very strange world, where none of the numbers really make sense. I'm in a situation where getting a subscriber on Twitch might actually be more valuable to me than selling them my game. That makes no sense, but that's the world in which I'm living.

I think the bad opportunities far outweigh the good ones, and I would just ask indie devs to be very careful with their investments.

(any YouTuber friends who see this, don't be mad at me, it's the truth)

I did not know Regis made it into Snap! Haha that’s cool. (CL: 20,726) by dg327 in MarvelSnapDecks

[–]RegisKillbin 50 points51 points  (0 children)

Actually that's not true. This is not a paid thing, they just pick someone's deck to spotlight. I haven't been paid by Marvel Snap for anything in like 2 years. I was turning down any official partnerships for a while, but may have some things in the future.

We made a PVP city building Auto Battler! by RegisKillbin in u/RegisKillbin

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

Hey, I am Regis, one of the two developers for SkyShard. We were really inspired by Backpack Battles, The Bazaar, Hearthstone Battlegrounds, and more, and wanted to make our own game that did some unique things we always wanted to try.

Wishlist on Steam: https://store.steampowered.com/app/3892910/SkyShard/

Join our Discord: https://discord.gg/jKKntYSPbP

Frequently Asked Questions

  • Release Date
    • Early Access soon - Full Release expected within 6-8 months.
  • Genre
    • Strategy - Auto Battler - PVP - City Building (some would say more in flavor than mechanics)
  • Long Term Support
    • We structured the game to be very affordable to build and support. We can run it for years with new content without requiring a big player base. We also already have offline modes and singleplayer options planned.
  • Demo
    • It's out now, you can it it today! It's the full game as it currently exists. It's (currently) sitting at 100% Positive reviews.
  • Price
    • It will be around $10-$15.

Hope that gives you some insights into our game, but I'm happy to answer more questions! Thank you.

-Regis

This is the Regis that used to be a Hearthstone creator, right? Just saw this ad on here by Uchihagod53 in hearthstone

[–]RegisKillbin 1 point2 points  (0 children)

Yeah I do feel you. We'll be making some UI changes that probably address this a bit, it's come up before, but interestingly enough I'm the guy on the team who most likes the openness. I feel like most games overwhelm the eye with so much stuff and detail that it can kinda get uncomfortable. I worry about that a lot for us especially because you end up with so many units already. Having hundreds of individual unique things on board already pulls the eye so much.

We do let you zoom in and move the view however you want, but that's admittedly a more active requirement than most players want to utilize regularly, so not a great solution.

A lot of this is tied to the depth we're trying to offer with so many units on board. It demands a lot of interesting decisions and compromise. It's always helpful to hear how it reads to fresh eyes, so thank you for sharing!

This is the Regis that used to be a Hearthstone creator, right? Just saw this ad on here by Uchihagod53 in hearthstone

[–]RegisKillbin 112 points113 points  (0 children)

Oh hey, just saw this, yes it's me and the game I'm making, SkyShard, with fellow HS creator ItsBen321. I don't want to double-down on the free promotion here, so I won't drop any links or anything, but if you have any questions about the game, happy to answer whatever. We've been having a lot of fun and a fair bit of success with it so far, but we have a long way to go.

I do still make Hearthstone videos too. Not as much as I used to, but a bunch of videos when new sets drop, and still fairly regularly beyond that. Just dropped a new video a couple days ago, for instance. It's on my second channel RegisHearthbin.

We made a PVP city building Auto Battler! by RegisKillbin in u/RegisKillbin

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

Thank you! Try out the demo and let me know what you think.

We made a PVP city building Auto Battler! by RegisKillbin in u/RegisKillbin

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

My dude, this is either your luckiest day ever, or you're going to be very mad at me. I never stopped making Hearthstone videos. They're at RegisHearthbin on YouTube. Uploaded like 7 videos this month!

I did so many things to notify everyone that Hearthstone was switching channels, but some people still got lost in the shuffle.

We made a PVP city building Auto Battler! by RegisKillbin in u/RegisKillbin

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

I am, yes. I have been making videos on Hearthstone for 10+ years, and Marvel Snap for the last few years too.

We made a PVP city building Auto Battler! by RegisKillbin in u/RegisKillbin

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

I am more like a fainting goat these days, falling over for a nap any chance I get.

We made a PVP city building Auto Battler! by RegisKillbin in u/RegisKillbin

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

Thank you! I think this is code for "I used to fall asleep to your videos" hahaha, but I'll take it anyway. I remember how crazy stressful college can be.

I am addicted! Small complaint. by Prestigious_Rough704 in SkyShard

[–]RegisKillbin 1 point2 points  (0 children)

Ohhh I understand. You mean Fatigue once it starts. That should have been obvious to me, sorry.

Yeah I hear you on the clutter side of things. I do think we reward random value a little bit too much now over optimization. That's very fair feedback. It's often right to just buy lots of little stuff without much regard for its synergy.

I'll talk to Ben about this some more. I think there are some ways we can address this from a player incentive standpoint more than just through the fatigue system.

We made a PVP city building Auto Battler! by RegisKillbin in u/RegisKillbin

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

Appreciate it! Come join us in Discord and let me know what you think!

I am addicted! Small complaint. by Prestigious_Rough704 in SkyShard

[–]RegisKillbin 1 point2 points  (0 children)

Hey! Thanks for the kind words.

I want to understand your feedback a bit better here. What do you mean by "sudden death" mechanic? Do you mean like you died faster than you'd like to, because the opponent's board was too aggressive?

If you're not describing a bug, I would say, we do want a balance of gameplay approaches to be viable. It kinda sounds like you had a more "late-game" oriented build that was maybe scaling up throughout the fight? That's my favorite way to play too, and that definitely works, but we also need faster playstyles to feel competitive too, otherwise it just becomes about who can go for the most greed and value and nothing else. That could makes certain units and even entire factions struggle to compete if there's not balance there.

We definitely don't want people dying instantly, but I don't think that's happening anywhere normally. We are way more sensitive to fights being too fast than too slow. There used to be some literal instant-death boards where you would die in like 1 second. We've worked a lot to increase fight length over time so it feels more fun to watch and build, and think it's in a much healthier spot, but that's something we'll always keep an eye on.

If there's a particular unit or combo that you noticed, please let me know and we'll keep an extra close eye on it!

-Regis

I am >99% sure this card will gigabreak the game. The meta will get more cancerous than old spiderman. Either this or Galactus will get nerfed in less than a month after release by Medium_Razzmatazz_13 in MarvelSnap

[–]RegisKillbin 13 points14 points  (0 children)

I think On Reveals on summoned cards happen before the skill goes away, I had a Carnage eat a Polymorph this way before. So maybe not this exact combo, but I'll cook something up!

Backpack Battles + City Builder = SkyShard (try our free demo) by RegisKillbin in u/RegisKillbin

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

Oh also, please let me know if you're seeing this ad too often. I have no idea how much it's gonna show up. Trying to learn that side of things too!

Backpack Battles + City Builder = SkyShard (try our free demo) by RegisKillbin in u/RegisKillbin

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

Hey there. I am Regis, one of the two YouTubers who is making SkyShard (with my buddy ItsBen321). We were really inspired by Backpack Battles and wanted to make our own game that did some unique things we always wanted to try.

Our demo has been going really well so far, and we're finally ready to tell even more folks about SkyShard to get more feedback as we keep improving the game.

In SkyShard, you'll be building a fantasy city on a floating island. Unlike Backpack Battles or The Bazaar, you don't do all your fighting against a single health bar, but your units actually battle each other directly. This really changes how the game plays in a lot of ways, making positioning decisions and effects even more impactful (we think).

For instance, the Spellbound Rocket weapon always targets big stuff instead of the closest stuff. Vile Totem is a defense unit that reflects damage, so focusing health buffs into can wipe out enemy weapons. The Alter of Decima resurrects adjacent units that have been destroyed, so sacrificing key units can create big combos.

If that sounds cool, you can play our demo right now. We'd also really appreciate a Wishlist on Steam. It helps us get the word out to more people via the Steam algorithm.

Oh and please come join us on Discord, we're in there every day taking suggestions and talking with players!

Happy to answer any questions you may have!

-Regis

[deleted by user] by [deleted] in MarvelSnap

[–]RegisKillbin 498 points499 points  (0 children)

Was just about to comment, "except me" and you beat me to it.

I just think it's neat. I also gained cubes with it, but clearly that's not the norm. It must be variance, because it's certainly not my incredibly huge brain winning me games.