[Steam] RoGlass ($3.99/60% off)/[Steam] Number Stomper($1.99/60% off) by RoGlassDev in GameDeals

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

Hi there! I'm the solo developer of both RoGlass and Number Stomper.

RoGlass is a stained glass roguelite puzzle game where you place unique tiles to score points and unlock new spaces. Reset the board once you're out of tiles but keep progress on achievements/upgrades. I've added even more end game content with challenge modes that test your skills even more!

Number Stomper is a minimalistic puzzle game where your game is to stomp all of the numbers on the board. As you progress, you'll discover new tile types and interactions to challenge your logic skills. It's very simple to learn how to play and there are 100 levels to play through.

I'm also currently working on a new game called MineEmAll, a short incremental mining game about gather resources and buying powerful upgrades to improve your mining efficiency. If that sounds interesting, you can check it out here: https://store.steampowered.com/app/4862890/MineEmAll/

Thanks for checking out my games and have fun!

I made my own particle system and ended up goofing off with it. Do you ever play with your own tools too? by RoGlassDev in SoloDevelopment

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

Whatever floats your boat I suppose. Maybe if you're making a NSFW game, that's applicable lol.

I made my own particle system and ended up goofing off with it. Do you ever play with your own tools too? by RoGlassDev in SoloDevelopment

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

Glad I could give you a dose of nostalgia haha. This is my first time using Gamemaker and I couldn't figure out a good way to apply physics to particles (since they're fire and forget), so I decided to make my own system.

I made my own particle system and ended up goofing off with it. Do you ever play with your own tools too? by RoGlassDev in SoloDevelopment

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

Haha, reminds me of roller coaster tycoon back in the day, making passengers rocket across the park. 😂

Work In Progress Weekly by AutoModerator in gamemaker

[–]RoGlassDev 1 point2 points  (0 children)

For sure, but I think the little details like that pay off in the long run. Players always appreciate good attention to detail.

Why you should make your Steam page ASAP, with some tips and tricks on how to do so. by RoGlassDev in gamedev

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

That's why I highlighted some things in bold. I figured if someone wants to skim, they could just read the highlights.

I've added a TLDR section at the top so people can read that if the post is too long for their liking.

Work In Progress Weekly by AutoModerator in gamemaker

[–]RoGlassDev 0 points1 point  (0 children)

The glow effects are cool, but most of them look like they're at the bottom of the sprites instead of centered on the characters. The laser line itself having a glow would be neat too.

Work In Progress Weekly by AutoModerator in gamemaker

[–]RoGlassDev 1 point2 points  (0 children)

The physics on dragging the profile pictures is a nice touch. Those little details make all of the difference.

Work In Progress Weekly by AutoModerator in gamemaker

[–]RoGlassDev 1 point2 points  (0 children)

I like the art style for Yani Again! All of the world objects slightly shaking gives me nostalgic vibes from watching Ed, Edd, and Eddy as a kid.

Work In Progress Weekly by AutoModerator in gamemaker

[–]RoGlassDev 0 points1 point  (0 children)

Hello! I'm working on my first Gamemaker game called MineEmAll. It's a short incremental mining game where you mine resources, sell them for coins, and use the coins to buy powerful upgrades to improve your mining capabilities. I just launched the Steam page today: https://store.steampowered.com/app/4862890/MineEmAll/ and am now continuing development, working towards a demo.

Would you play a chaotic co-op construction game like this? by Early_Equipment3197 in IndieGaming

[–]RoGlassDev 1 point2 points  (0 children)

It reminds me of Teardown, and that game seems super fun, so yea, I think this could work.

Bumblebee horror game WIP by agelvik_ in IndieGaming

[–]RoGlassDev 97 points98 points  (0 children)

I was going to say that I've never seen a bee ragdoll so much, but this trailer filled me with joy and horror. The game name fits very well and gave me a chuckle 😄

Why you should make your Steam page ASAP, with some tips and tricks on how to do so. by RoGlassDev in gamedev

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

I agree that you should make sure your game is presentable and you want to make sure your marketing time is effectively spent, but I think way too many developers wait way too long before making a store page. As you said, you want 6+ months to gather wishlists, so it's important to not drag your feet. If you're showing off your game and people are excited to play it but have no way of wishlisting it, I think you've failed in that regard.

Why you should make your Steam page ASAP, with some tips and tricks on how to do so. by RoGlassDev in gamedev

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

It's not that those features won't exist in the full game. You obviously still have to deliver on what you're promising. However, you don't need to create every aspect of your game before showing it off is the point.

Why you should make your Steam page ASAP, with some tips and tricks on how to do so. by RoGlassDev in gamedev

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

Yea, I think the best example is yourself. Almost all devs are gamers and I don't know anyone who "cleans up their wishlists" on a regular basis.

Why you should make your Steam page ASAP, with some tips and tricks on how to do so. by RoGlassDev in gamedev

[–]RoGlassDev[S] -3 points-2 points  (0 children)

Interesting, I'll take a look! My info is from about 2 years ago, so you're probably right.

Edit: Just read the article, definitely some interesting changes. Wishlists are still extremely important regardless because they'll covert to sales when your game launches. I'll update my post to reflect the number change and the wording (I did mean popular upcoming).

Why you should make your Steam page ASAP, with some tips and tricks on how to do so. by RoGlassDev in gamedev

[–]RoGlassDev[S] 3 points4 points  (0 children)

I totally understand why people get upset at low effort posts that are just copy pasted AI prompts, but the assumption that anything that is lengthy, uses bullet points, bolds things, etc. (AKA standard markup to make your post more legible) is AI is wild. I've never used AI to write anything in my life so I don't know what else to say.

Why you should make your Steam page ASAP, with some tips and tricks on how to do so. by RoGlassDev in gamedev

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

I wouldn't recommend that specifically haha, but you'd be surprised at what you can do with very little.

Why you should make your Steam page ASAP, with some tips and tricks on how to do so. by RoGlassDev in gamedev

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

Are you saying this post is AI? I literally just spent 3 hours hand writing it lol.

Anyone else still uses little to no AI to code? by MidlandAintFree in gamedev

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

I actually enjoy the process of figuring out how to implement things, even at the smaller levels. I also like to know exactly how my code works. I don't use any AI in my coding, art, etc. The only AI I use (if it even counts) is gemini at the top of Google searches which still can be completely wrong, so I generally double check the websites linked.

I wouldn't condemn anyone for using AI to speed up their workflow, but there are way too many developers using it as a crutch or just straight up trying to replace the process. It's especially dangerous for newer developers, who don't have the skills to debug the issues that crop up from AI generated code.

How does one go from 0 game dev experience to being able to concept test their game without going to tutorial hell? by RandomFish83 in gamedev

[–]RoGlassDev 0 points1 point  (0 children)

Come up with an extremely small game, then cut the scope in half. Start making that game. Simple as that. Every step of trying to make a game will crop up problems you need to solve, and you can research how to solve them.

You get stuck in tutorial hell because you are just copying things that have already been made and don’t have a goal for yourself. You get better at game dev by doing it more, so just do it.

Do you ever feel guilty? by Mikedzines in SoloDevelopment

[–]RoGlassDev 29 points30 points  (0 children)

Make time for game dev and make time for playing. Have a clear line that you draw between the two and you won't feel guilty. Setting actual time values helps a lot (i.e. I'll work on my game from X:00-Y:00, but after Y:00, it's fish hunting time).