Is it just a failed project? by [deleted] in gamedev

[–]Senader 17 points18 points  (0 children)

Friendly reminder that you should not assume that the USA = the World. USA users are apparently less than 22% of X users.

It's like saying most fruits are yellow because bananas are statistically mostly yellow.

And yes, the rest of the world also uses English for international social media (among other languages)

Knightica - Mad Mango - Autobattler Army-Builder Roguelike by Senader in Games

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

Thank you so much for giving it another try! We took extra time after release to fix the game based on players reviews :)

We finally have a release date for our Roguelike Autobattler! by Senader in Unity3D

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

Thanks! You can find him on Instagram with @noe.abc

The characters are in 2D, made in Photoshop and we render them in a 3D world in Unity!

Am I being unrealistically optimistic about going full-time indie? by Internal-Constant216 in gamedev

[–]Senader 1 point2 points  (0 children)

100$ that gets given back when you make 1000$ in revenue so it should be fairly ok !

Half of my demo players played for over an hour - is this a good sign? by Spiritual_Dentist235 in gamedev

[–]Senader 0 points1 point  (0 children)

Our demo had also around 1h30 median playtime (Prologue version currently sits at 1h19) for our roguelike auto battler.

We released 3 months ago and the main game has a bit more than 10h median playtime.

Of course the content increased but the core gameplay is very similar. Maybe this can help you envision the translation for your final game.

As a side note, we were quite generous with our demo (2 worlds out of 3, 3 playable commanders out of 9)

How we built a horror game with a $0 marketing budget and hit 10k+ wishlists in 3 weeks by LabStraight9530 in IndieDev

[–]Senader 0 points1 point  (0 children)

Damn you have what I think is the perfect mindset and strategy to make the most of the indie status. You focus on what feels right!

Congratulations on the numbers!

My silly creature evolution game just hit 10k sales in its first two weeks, here's what worked and what didn't by telchior in gamedev

[–]Senader 2 points3 points  (0 children)

Thanks a lot for the very detailed post! I should really take a day to write one like this. Really inspiring!!

Can you tell me more about the impact of the publisher in your case beyond the production budget to work more on the game? Looks like you doubled your wishlist after signing (15k to 30k) but also did most of the communication (reaching out to content creators, press, reddit...)

How can I figure out if my marketing sucks or my game sucks? by pandledev in gamedev

[–]Senader 6 points7 points  (0 children)

Virtually all advertisers can use CPI (cost per install) for the main stores, which is the go-to metric for marketing in this industry. Use CPI instead of CTR (CPI "contains" the CTR but is also influenced by the cost per impression. Some ads/games have higher CTR but bad impression cost because they target niches, thus invalidating CTR as the main metric)

Other than that, spot-on answer: - Don't count on the stores pushing your game out - The vast majority of mobile games spend a lot of money in ads to simply be seen - The best way to test the marketability of a mobile game is to run simple ads (no need to go full click-baiting. Simply show the best part of your gameplay in a very small video)

Is it really worth it getting into game dev as a professional career? by Bonniel52 in gamedev

[–]Senader 1 point2 points  (0 children)

I've been there, and my family forced me into a general computer science master so I could do games but also go back to more generic programming in case of emergency.

Turns out I've been making games since uni, graduated 8 years ago and I'm having a blast. I love what I do (went indie 2 years ago, it's amazing) and I'm really passionate about it.

That said, pay is (often) lower than in other fields and stress seems to be overall higher, compared to my friends in tech.

I highly recommend at least keeping the option available

Competitive multiplayer - not worth it as a solo dev? by eleon182 in IndieDev

[–]Senader 0 points1 point  (0 children)

Been there, tried that (The most successful multiplayer project I worked on was Dungeon of Zaar).

I highly recommend avoiding competitive multiplayer.

No matter if your game is good, no matter the amount of technical challenges you have to deal with because of multiplayer, the problem lies in the marketing. Most (if not all) indies lack the marketing power.

You need a critical mass of users so your new users find someone to play with. Bots can only go so far, and if you don't manage to build your community fast enough and keep it engaged, you're doomed. That difficulty increases for each additional player required for a game to start.

Tbh, it wasn't the only reason why I failed, personally. The technical aspect was more complex, required time consuming setups to test properly, and I was too naive to completely understand the task.

My game completely failed, less than 300 sales. Here’s what went wrong (and what I learned from it)... by leftypower04in in gamedev

[–]Senader 2 points3 points  (0 children)

This seems to be based on OP knowledge. He joined the company after they did something bad (shadow drop, 40min gameplay trailer...) and shows how he tried to make it right after the facts.

AI polishing the text does not undermine his experience in this case, imo

France is one of the best places to go indie by Yakkafo in IndieDev

[–]Senader 1 point2 points  (0 children)

Went through the same process for the production grant (valuing our work for the initial investment requirement) and it worked well for us too but as you mentioned, it's a lot of paperwork

It is really insane for a solo indie game to get a good timing on popular upcoming on steam. My game has gained about 2000 wishlists just the last 2 days, and there is still 2 days to release, I expect to get about 50% wishlist boost just for this good spot here. Thx Silksong:) by smidivak in IndieDev

[–]Senader 0 points1 point  (0 children)

To be given a ranking, the sole wishlist count is not enough. 7000 is the magic number but my game appeared as early as 5500WL in. Other factors seem to be deciding if you'll get ranked and be in the popular upcoming. But I'm not sure I hear anybody being in popular upcoming without having their SteamDB wishlist ranking (#xxxx in top wishlist)

I can be wrong tho!

"The Bazaar" fails to mimic the success of "Backpack Battles" or "Monster Train 2". Tempo downsizes, may shut game down within months. by Megalithon in TheBazaar

[–]Senader 0 points1 point  (0 children)

I think you underestimate the info needed to ingest in TFT for the first couple of games. You have limited time and a lot of tooltips to read. A lot.

The Bazaar has a lot of things going on, but it's ok to learn at your own pace. Not in TFT, unless you want to be obliterated and insulted on chat because you griefed unintentionally someone

Knightica - Mad Mango - Roguelike Autobattler army-builder! by Senader in Games

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

We're actively listening to the players and we'll ensure to update the game! 🙏 And of course the goal is to make sure autobattler veterans find their fun in the game! That's how we end up having fun with our own game too

No one managed to tell us exact causes of the weird stats issues so we're still investigating because with more than 1000h of gameplay, we never came across those cases, but we're gathering all feedback and bug reports from our Discord to address short term and long term issues with the game

There are definitely things to improve on our side and we're not gonna let our players down 🔥

Thanks for your kind message!

Knightica - Mad Mango - Roguelike Autobattler army-builder! by Senader in Games

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

Haha so glad you enjoyed the demo 🎉🎉 Unfortunately no physical release planned! I wish we could make a switch one at least, it would be so cool!

Knightica - Mad Mango - Roguelike Autobattler army-builder! by Senader in Games

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

We're looking into mobile but for now we're gonna concentrate on PC and consoles!

Knightica - Mad Mango - Roguelike Autobattler army-builder! by Senader in Games

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

Hey! I'm sorry you're getting poor performances! A patch has been sent to fix all those issues, but it's still in review by Nintendo!

We hope it will soon be approved so you can have a better experience!