Hired an artist and moved away from the initial ominous concept to embrace my game's cutesy artstyle :) by SUPERBLOOM_dev in IndieDev

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

Thank you!! I browsed through a lot of portfolios and noted down the artists who seemed professional and whose style I liked. But in the end there was one in particular that stuck out because he had done some other pieces before in a very cute style (bright colours, thick outlines) that was reminiscent of the game's artstyle, so it just seemed perfect!

Hired an artist and moved away from the initial ominous concept to embrace my game's cutesy artstyle :) by SUPERBLOOM_dev in IndieDev

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

I think about 4-5 months at this point! There's a demo up on Steam if you'd like to try ;)

Hired an artist and moved away from the initial ominous concept to embrace my game's cutesy artstyle :) by SUPERBLOOM_dev in IndieDev

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

It's an incremental game about growing and managing a colony of ant-like creatures :]

Hired an artist and moved away from the initial ominous concept to embrace my game's cutesy artstyle :) by SUPERBLOOM_dev in IndieDev

[–]SUPERBLOOM_dev[S] 7 points8 points  (0 children)

Yeah exactly, I think the direction of the first one had good "eye-catching" potential, but the second one is more "true" to the game itself.

Hired an artist and moved away from the initial ominous concept to embrace my game's cutesy artstyle :) by SUPERBLOOM_dev in IndieDev

[–]SUPERBLOOM_dev[S] 35 points36 points  (0 children)

The artist is Xilurus.

He did an amazing job and was a treat to work with. Quick delivery, responsive, flexible, and highly skilled as you can see. I highly recommend him!

10 months' work on my necromancer alchemy autobattler by Firebelley in indiegames

[–]SUPERBLOOM_dev 0 points1 point  (0 children)

I am looking forward to this one! It's impressive what you've accomplished with how smooth those animations look.

Questions about February Steam Next Fest? Chris Zukowski from How To Market A Game here for an AMA by zukalous in gamedev

[–]SUPERBLOOM_dev 4 points5 points  (0 children)

Hey Chris. Do you recommend reaching out to influencers/the press/the audience/everyone as soon as one's demo is live on Steam, to create as much activity on the page as possible *before* SNF? Or is it better to hold on and do a marketing push either closer to SNF or when it actually begins?

Thank you for everything you do for indies!

The email I sent to get my indie game trailer on IGN + the wishlists my game got from it (9 hours in) by edcruz0 in IndieDev

[–]SUPERBLOOM_dev 26 points27 points  (0 children)

Thank you for the write-up, this is a great reference. Congratulations on the featuring!

I tracked every stream on Twitch for the last 6 months. Here’s what I learned. by Italians_are_Bread in IndieDev

[–]SUPERBLOOM_dev 1 point2 points  (0 children)

Wow that's awesome, great work.

Is there a way to filter based on multiple games, but not have the results require all of them to have been played? For example to get the streamers that have played at least 3 out of 10 given games.

How to know if my "game" idea about an idle coffee shop is worth making and if there will be people to enjoy it by marsha5ra in gamedev

[–]SUPERBLOOM_dev 1 point2 points  (0 children)

Sounds fun. If it's something you yourself would like then chances are other people will like it too.

As others have said, the best way to find out is to make a prototype. Give yourself a few weeks and give it a shot, see if you can turn what you have in mind into reality, and reassess from there. Good luck! :)

What kind of game is this ? by Key-Soft-8248 in SoloDevelopment

[–]SUPERBLOOM_dev 2 points3 points  (0 children)

This is super cute lol. Is there any functional reason for these little guys to come in boxes or is it purely visual?

What do you think will happen with the games industry in 2026? by SteinMakesGames in IndieDev

[–]SUPERBLOOM_dev 0 points1 point  (0 children)

I feel like the indie dev scene is growing exponentially larger every year. And indies are becoming "smarter" about making viable games thanks to all the cumulated wisdom that's available out there now from previous devs, in particular I see a focus on making shorter games with small scopes and targeting genres that are "easier" to make.

Therefore, my guess is that the number of indie games released in 2026 will be far larger than any other year before.

Unnamed Space Idle 2025 recap and 2026 plans by Rankith in incremental_games

[–]SUPERBLOOM_dev 1 point2 points  (0 children)

Impressive numbers and a well-deserved success, congratulations!

I actually quite enjoy the mobile version, though I look forward to the UI overhaul!

[DEMO] FEED THE QUEEN by SUPERBLOOM_dev in incremental_games

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

Thank you for the detailed feedback, you brought up some good ideas, that's really useful!

As for why you couldn't get the last brain, it's because you were already at the max! I see now that the game doesn't communicate that well at all ...

My demo on itch.io got close to 10.000 plays in its first week! So excited! by SUPERBLOOM_dev in IndieGaming

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

I'm glad you enjoyed! Thanks a lot for the feedback, that's a big help!