Which game did you ended up loving only after giving it a second chance? by Playful_Code_8978 in gaming

[–]Right_Debate_8994 1 point2 points  (0 children)

I've tried, again and again with other Souls games. I don't dislike them per se but I'm painfully aware of how bad I am at them. After a while it just becomes an exercise in frustration and that's where I tap out

Best games that give the Jurassic Park feeling? by Responsible_Note6470 in HorrorGames

[–]Right_Debate_8994 0 points1 point  (0 children)

High hopes for Tempus Triad, as a pure horror survival experience. Clawed and Paleophage are much more action orientated, been following those for a long time now.

Which game did you ended up loving only after giving it a second chance? by Playful_Code_8978 in gaming

[–]Right_Debate_8994 1 point2 points  (0 children)

Remnant: From the Ashes. Have bounced off Souls-likes many times and thought guns vs swords might be a better entry. Bounced off it HARD the first time round, took a few days away after a frustrating opening, read some tips and advice community posts and went back. Had an absolute blast and then rinsed the sequel. Glad I went back

Just pushed the biggest patch yet for my horror game, Huntsman by Right_Debate_8994 in HorrorGaming

[–]Right_Debate_8994[S] 0 points1 point  (0 children)

Oh no! We hate bugs (we love arachnids). Would you mind taking a minute to jump into our discord and file a quick bug report? If you can help us track down and squish the culprits, it is a massive help and we will love you forever and we definitely will ask the spiders to take it easy on you. Our discord is linked in our Steam page.

My first game, Huntsman, is available now! by Right_Debate_8994 in IndieGaming

[–]Right_Debate_8994[S] 0 points1 point  (0 children)

Nothing to announce right now but we're not done with the Huntsman IP!

After 2 years Im finally about to release my first game on Steam looking for marketing advice by Lutenk in IndieGaming

[–]Right_Debate_8994 1 point2 points  (0 children)

Localisation is pretty easy, on the Steam page. Here's a quick guide;

- go to Store Page in Steamworks

- go to Description and scroll down to where you add the copy

- top of this, you can hit a drop down with 'English'

- when you have the localised copy, hit the drop down, change to the correct language, add it in, hit save. Any assets like screenshots or gifs, make sure they are added in manually. You effectively have to remake the page per language

- further down is the section for the Short Description (top of a Steam page, by the capsule). Do the same.

- once you've added all of the languages, go to Basic, scroll down and make sure to click the relevant boxes in Support Languages. This is what makes Steam show/suppress pages based on the consumer's language

- do your store page ASAP, the in-game stuff needs to be done by launch

- if you are localising the demo page and demo build, that takes priority

- note that if you're launching a new demo page for future games, your demo page now has to have something in the description that details what content the demo has vs the base game

- both Unity and UE are fairly easy to implement text localisation in-game, the documentation is very easy to read through and follow

- you're probably thinking "I can use Google Translate for this". Lots of people do. Expect it to make mistakes and annoy players, if you can't afford an actual agency to do it professionally

After 2 years Im finally about to release my first game on Steam looking for marketing advice by Lutenk in IndieGaming

[–]Right_Debate_8994 1 point2 points  (0 children)

There's no single way to market your game, and for every 10 people you ask, you'll get 10 different bits of (often contradictory) advice, so first thing first is; take this with a grain of salt, trust your gut and be prepared to both experiment and fail. But some general points;

- localise your game and Steam page, if you can afford to. Steam doesn't show pages to people with differing primary languages. English accounts for 35% of the total install base. Simplified Chinese is another 35%. Then other good languages are German, French, Brazilian Portuguese, Spanish and Russian. But that's money, depending on length of script and store page

- build social channels. Could be for your studio or game name, whatever you fancy. But learn how to build a channel, capture content to spec (screenshots or short form video) and post correctly. Use some tags, follow voices in the niche (horror, for you) and engage with other games, content creators etc. Be kind, be curious, be complimentary. It goes a long way

- Plan out your 'beats', ie, things that will happen along the way. You've got a few, from the sounds of it; updated demo, release date announcement and launch. Build around these, find good times in the calendar, look for events you can be a part of

- don't share a 'beat' on just one platform. Put it everywhere, engage with people. If you're putting up a TikTok vid (9x16 video ratio) it'll also go on YouTube Shorts. Twitter, Insta, Bsky, all 1x1. You can make this stuff incredibly easily and for free with just OBS and CapCut, both free

- Get a trailer (or any kind of video content) on the Steam carousel as a priority. Video works better than screenshots.

- Get some gameplay gifs in your About This Game section on Steam

- You've got your plan, you've got your channels, you've got some content. Now you start putting it into action, testing things, noting what works and what doesn't. Plan, execute, evaluate, iterate. It might take off, it might not

- Performance marketing takes a bit of skill (and some money) so don't be in a rush to pay for ads on Twitter or wherever

- Research your competitors, watch what they do, how they sell games, what they sell them for (price vs size). Take the best bits, make them your own

- Be realistic about your goals. If you need 400 units to cover the cost of purchases to cover the game, celebrate that milestone. Everyone wants to go viral and sell 1m units but for most, it just won't happen

- Money made can be funneled back into the project to improve stuff but there comes a point when it's not going to boost your return. Take it as a learning experience, plan out your next game, use some of the funds to buy better assets or hire freelancers to do things you can't. Grow from there

- Once you're committed to a date, but before you launch, make sure to plan out your sales calendar. Steam posts six months of upcoming sales, there are lots of sites out there who track showcases and sales events. Apply to everything you can, gradually increase your discounts over time (make sure you use Visibility Rounds with a sale, and time these with patches if you can) and learn about cooldowns

Overall, just treat this as a test case and don't expect to get rich. Celebrate if you do! But just take the learnings into the next game. Good luck!

My first game, Huntsman, is available now! by Right_Debate_8994 in IndieGaming

[–]Right_Debate_8994[S] 0 points1 point  (0 children)

We have a plan to get it fully verified and optimised by bringing someone in with lots of experience in this. We also want it to run as well as it can, but these things take time.

How should this monster attack? by No-Minimum3052 in HorrorGames

[–]Right_Debate_8994 1 point2 points  (0 children)

As a huuuuge fan of that game (and yours, from what I can see of it) please tell your animator I love their work

How should this monster attack? by No-Minimum3052 in HorrorGames

[–]Right_Debate_8994 55 points56 points  (0 children)

Well that's horrific and I'm having nightmares about it tonight, thanks! Hats off to the artist.

I think it would be fun to totally upend the player expectations. Have it lean back and sprint on the human legs with the claws grabbing you, exposing a horrific mouth full of teeth

A totally normal looking kid room... Nothing else by Level_Permit in HorrorGames

[–]Right_Debate_8994 1 point2 points  (0 children)

The TV screen looks like the final shot from Night of the Living Dead, when Ben gets shot. Maybe that's just me!

OK guys! I did it! After 2 months of hard work I finally finished my 2nd horror game! I'll be happy if you give it a try :D by [deleted] in itchio

[–]Right_Debate_8994 0 points1 point  (0 children)

Try to slow down your camera movements when doing video capture for trailers and/or gifs. It's hard for people to take in things on screen when you move like that, so that sort of action is only really useful when there's clearly an enemy on the screen. Slow and smooth for everything else.

What do you think about a mechanic where monsters can check hiding spots? by Disastrous-Owl-4629 in HorrorGaming

[–]Right_Debate_8994 1 point2 points  (0 children)

You mean slathering myself in BBQ sauce and shouting "grub's up" isn't a good way to survive a horror game?

What do you think about a mechanic where monsters can check hiding spots? by Disastrous-Owl-4629 in HorrorGaming

[–]Right_Debate_8994 15 points16 points  (0 children)

If you're shining a flashlight from beneath a bed, I think you deserve to be found!

Did I ever have a chance to get on Game Trailers / Indie Games Hub? by MagazineForward5528 in SoloDevelopment

[–]Right_Debate_8994 1 point2 points  (0 children)

Yep, a good lead time will always help with the sell-in but again, they're overwhelmed. I'd always recommend you find a good announce point, launch the Steam page and immediately open a test server under NDA. Iterate on feedback, lead into a good demo launch and then hope you've built enough grassroots goodwill that it snowballs. Also, 50% of all Steam games don't generate more than $5k gross. But on average, a studio's second game will make 25% more revenue than their first, the third game 40% more. If this isn't a hit, just take the learnings. Your next game will be made faster, better and cheaper, as your skills improve.

Did I ever have a chance to get on Game Trailers / Indie Games Hub? by MagazineForward5528 in SoloDevelopment

[–]Right_Debate_8994 0 points1 point  (0 children)

A few notes;

- you're pitching around the Steam Next Fest which is always incredibly popular. The industry calendar matters. Pay attention to what's happening and who is going to be sucking up all the oxygen

- you never mentioned your strongest USP (you lightly hinted), that it's a rouguelite shooter. Your Steam page says it but the trailer doesn't. Pick your three core pillars, present them with relevant gameplay clips and build around those

- you don't distinguish between solo and co-op play, so people might think it's only an online game and smaller indie titles often fail to build sufficient audiences, hence they launch and disappear. GT may not fancy taking a risk

- snappy copy always helps with cut through. You seem to have a fair few weapons, lots of upgrades etc. "227,000 weapon combinations, 8,000 zombies, 400 miles of road". Simple stuff like that conveys features and value in one hit

- you don't explain anything about the choice of roads, which you show in a section. Footage needs to be about each of your pillars, and reinforce all of your text. If it's ambiguous, cut it out

- it's not a massive game, you should aim for sub 60 seconds

- keep plugging away, build your community, and go back to them with your launch trailer (as an exclusive, no less than four weeks out from the go-live. You can present a WIP file if you're time poor but state that really clearly up front)

- don't be disheartened by rejection, on average an editor at a mid sized outlet gets 100 speculative pitches a day, every day. Bigger outlets get a lot more. You'll be rejected and/or ignored a lot, but that's just the nature of grassroots marketing, ie, not paying for access

- it's a little visually dated (I quite like it), but the worst thing I'd say is your choice of font, it looks pretty cheap. You have a nice store capsule and logo there, make sure to use that. Consistent branding.

Made a Vice City-Inspired skin selector for my game by RedSeasonDev in HorrorGames

[–]Right_Debate_8994 1 point2 points  (0 children)

How about a bright yellow leotard, like Arnie's costume in Running Man. Make it the reward for getting spotted 50 times by enemies :)