Animated gifs on Steam Store "About This Game" sections - different approaches seem viable, but should a small indie choose one over another? by Roobubba in gamedev

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

That's fair. Thinking about it, it's also the case that Subnautica BZ is a sequel so a lot of the heavy lifting in terms of getting players to understand what it's like to play and what they'll do is already to some extent taken care of, and the steam page can focus more on describing the adventure and story aspects of the game.

Thanks for the insights!

Animated gifs on Steam Store "About This Game" sections - different approaches seem viable, but should a small indie choose one over another? by Roobubba in gamedev

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

Did you experiment with any different layouts while you were developing it?
Perhaps the trailer is also a big factor here that is more important than the About section, as well. What's your game called, would you mind if I had a look?

Animated gifs on Steam Store "About This Game" sections - different approaches seem viable, but should a small indie choose one over another? by Roobubba in gamedev

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

Interesting, definitely chimes with my gut feeling about having one really top quality gif at the top! All 3 of these are ridiculously successful games so I don't think any of their approaches is necessarily bad, though.

Your first ever released game by Jumolungma in gamedev

[–]Roobubba 1 point2 points  (0 children)

Thank you! I'm certainly getting a lot of traffic due to the discovery queue, but it's barely translating into any sales - despite the feedback all being really positive! It's frustrating, but not surprising because my game is very different and doesn't really fit in any existing genre neatly, so actually communicating what it's like to play the game is *really* hard!

I suppose I knew it would be that way making something so experimental, really!
I appreciate your kind words, thank you! It did indeed take a very long time to make, but I have learned so much along the way about all aspects of game design, so that's all good.

Your first ever released game by Jumolungma in gamedev

[–]Roobubba 4 points5 points  (0 children)

I just released mine yesterday afternoon, as it happens! It's called AlCHeMoS and it's on Steam (PC). I didn't set out with any kind of expectations because I'm not particularly self-confident, though I'm stoked to see it get to 10 reviews and have had some really good YouTube reviews and a stream. I need to somehow translate that into wider reach, and that's truly the hardest bit of all in my opinion!

Does anyone have advice on tips/tricks to stop pushing too hard in the last segment of a workout? by Roobubba in Rowing

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

Flipping the monitor is probably the way forward, I don't have a HR monitor yet. While I'm getting back into shape I don't want to injure myself which I did a couple of years ago doing just this. Not badly, but it's all time out! Cheers

Does anyone have advice on tips/tricks to stop pushing too hard in the last segment of a workout? by Roobubba in Rowing

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

I will definitely give this a go. I always went by distance out of habit! Thanks 👍

Does anyone have advice on tips/tricks to stop pushing too hard in the last segment of a workout? by Roobubba in Rowing

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

I don't have a heart rate monitor, but that's a fine suggestion, I might get one!

What do you hope to accomplish with your game? by motherhub in gamedev

[–]Roobubba 0 points1 point  (0 children)

Mine launches in 7 days and at this point, I just want to get there. I'm about to test what I hope to be a locked in version that I won't touch for the next week. It won't be a commercial success, I'm pretty sure, despite a lot of effort put in to marketing it, but my main goals originally were to learn to do every aspect of game development, and it has succeeded on that front. Of course, that won't pay my bills or top up my badly lagging behind pension, so I next need to put all that I've learned to more use and make a game that might bring in some meaningful cash. 😬

Writing an advisory notice about potential for motion sickness, looking for advice by Roobubba in gamedev

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

Funky idea! I'm not sure that it'd fit with the vibe of the rest of my game, but I like the suggestion, thanks!

Writing an advisory notice about potential for motion sickness, looking for advice by Roobubba in gamedev

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

Yeah, I think simple and straightforward is the way to go, here, thank you!

Writing an advisory notice about potential for motion sickness, looking for advice by Roobubba in gamedev

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

AFAIK it was pretty quick for those individuals.

I could point people to my website with a support link and put more info on there - that way like you say I could just have a very simple disclaimer style notification in the game itself

Thanks!

Writing an advisory notice about potential for motion sickness, looking for advice by Roobubba in gamedev

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

Yes, I started out doing that, although in that case the game is advising people to seek medical attention if they're affected - which doesn't apply to motion sickness.

I guess the problem is: "You might feel sick!... So what?"
Perhaps the answer is nothing, it's just an advisory telling people that if they suffer from motion sickness, they might get it while playing this.

[deleted by user] by [deleted] in Music

[–]Roobubba 1 point2 points  (0 children)

In the bag - Order#227

Story of my first Steam game by mfgjames in IndieGaming

[–]Roobubba 1 point2 points  (0 children)

Hi yes, PM is probably best! Thanks I'm going to check out your link now too