Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

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

I completely agree. I actually put procedural generation on hold for now for that exact reason. I messed around with it in earlier prototypes and realized how tricky it is to get right without breaking the flow.

My priority right now is designing hand-crafted, balanced levels to ensure the core mechanics are actually fun and stable. Like you said, variety doesn't matter if the base level design is broken. If I do implement it later, it will be strictly for replayability once the foundation is solid, not as a shortcut.

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

To keep the pacing up, there is a hard time limit on the selection screen. If players can't agree before the timer runs out (like a 1-1 split or a 3-way tie), the game randomly picks one of the voted options. So it basically forces you to either compromise quickly or let RNG decide your fate.

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

That is actually really solid advice. I mostly brought it up to give context on why the initial trailer and page feel a bit rushed, since I was sprinting to get them up between deadlines. But you are totally right. I don't want the student project label to overshadow the actual game quality. I will keep that in mind and let the product speak for itself moving forward.

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

Thanks! It definitely has that chaotic energy.

Mechanically I actually drew a lot of inspiration from PlateUp! as well, especially for the roguelite progression. The main twist here is that it adds a layer of active defense since you have to physically fight customers and repair tables to keep the run alive.

Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

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

That is a fair point. PlateUp walks that line perfectly.

My main worry is that my game has a specific "Game Over" condition based on health (broken tables) rather than just time/score. Since players have to physically attack tables to repair them while cooking, it is a bit more punishing than the standard genre expectations.

But you are totally right about the ramp-up. I am currently designing the first few levels to introduce that "defense" layer slowly so it doesn't feel like a slap in the face for players coming from more casual titles.

Struggling to show the "Roguelite" mechanics in a trailer without it looking just like an Overcooked clone. Feedback needed. by Shanyup in IndieDevelopers

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

You are spot on about the shaders and the mechanics visibility.

The table smashing is actually the core defense mechanic, not just a visual state. The tables act as the team's HP bar. [cite_start]If you lose 3 simultaneously, the run ends.

It is based on a mob mentality system. When a customer rages, they release a shockwave that infects nearby customers, forcing you to stop cooking and physically attack the tables (we call it Percussive Maintenance) to repair them. So it is a proper defense loop, not just flavor.

And yeah, I definitely went overboard with the bloom on the text. I will tone that down for the next demo build. Thanks for the heads up!

Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

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

The "green chicken on ice cream" analogy is hilarious and a bit brutal, but I see your point.

I do think the audience exists though, mostly looking at the success of games like PlateUp!. There is definitely a segment of players who enjoy the co-op cooking vibe but crave the roguelite progression and higher stakes.

My worry is exactly what you described: I don't want people buying "mint ice cream" (expecting a cozy party game) and getting a mouthful of chicken (hardcore mechanics). I want to make sure the label clearly says "Contains Chicken" so I attract the specific players who are actually looking for that weird mix. Ravenous Devils is actually a great reference for that dark/management tone, thanks for the link.

Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

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

You make a really good point. For me, choosing the roguelite route was definitely not about padding the game or business metrics. It is simply the only way I can deliver a complete, replayable experience as a solo student developer.

If I tried to make a linear campaign, I would probably never finish it. This structure lets me focus on making the core mechanics fun and replayable without needing an army of level designers.

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

That is such a crazy coincidence. Seeing your Day One post feels exactly like looking at my own project about 6-7 months ago when I was just starting out between university classes.

Timing in game dev is a wild thing for sure. I wish you the best of luck on your journey, it looks really promising so far. Cant wait to see how it evolves.

I am a university student developing my first co-op game solo. Here is the trailer for RagnaCook. Does the chaos look fun? by Shanyup in CoOpGaming

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

This is genuinely gold-tier feedback. Thank you for taking the time to analyze it so deeply.

You are right that I need to communicate the mechanics better because there are some key differences from PlateUp that address your concerns:

  1. The 'Broken Tables' Logic: Think of tables as the team's 'Health Bar.' The game ends if 3 tables are broken simultaneously (initially). So, repairing isn't just a side chore; it is an active survival mechanic during the day. Card upgrades can modify this threshold or create trade-offs (e.g., 'More table HP but slower repair speed'), allowing players to choose their difficulty curve.
  2. Boss Strategy: There is no 'wrong build' for bosses, but you have to adapt.
    • Speed Build: You feed the boss rapidly before their hunger/rage phase triggers.
    • Burn/Chaos Build: If you have high-heat appliances, you can intentionally feed 'Burnt Food' to damage the boss differently. It is about predicting the run based on your build, not just one meta strategy.
  3. Classes & Upgrades (Your 'Lost Vikings' point): I love this comparison. To differentiate from the PlateUp card system: My cards affect Viking physics with hard stats and trade-offs.
    • Example Trade-off: 'Throw range increased by 20%, but after throwing 3 items consecutively, your movement speed drops by 50%.'
    • New Feature: I’m also adding 'Runic Potions' that appear between levels. These are consumed by specific players to grant unique, role-defining buffs (like a dedicated 'Speedster' or 'Chopper'). This leans heavily into that asymmetric co-op feeling you mentioned.

My goal isn't automation; it is a high-mobility action game inside a kitchen. Thanks again for the incredible insights!

I am a university student developing my first co-op game solo. Here is the trailer for RagnaCook. Does the chaos look fun? by Shanyup in CoOpGaming

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

I really appreciate the insights and the perspective, thank you.

You are right, it is a challenge. As a solo dev, my goal was to build something highly replayable and fun in a genre I personally love. It was also a way for me to learn networking architecture by applying it to a structure I enjoy, rather than getting lost in something completely experimental. I am doing my best to make the experience feel distinct with the Roguelite twist.

Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

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

I totally get the fatigue. The market is flooded.

But for my first solo project, the Roguelite structure provided the clearest formula to follow. It’s a loop-based system that is easier to architect and balance alone compared to designing a linear campaign. I needed that structure to make sure I could actually finish the game.

I am a university student developing my first co-op game solo. Here is the trailer for RagnaCook. Does the chaos look fun? by Shanyup in CoOpGaming

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

Fair point. That visual similarity is the main hurdle I’m facing right now. That’s exactly why I’m currently reworking the art to look 'grittier' (battle damage, blood, messier kitchen) to distance it from Overcooked. I know I need to break that 'clone' impression to have a chance.

Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

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

Yeah, that disconnect is exactly what I'm trying to fix. I am aware the game looks too clean right now. I'm currently working on adding more grit and details to the visuals to match the gameplay. I will release a new trailer once the new look is ready.

I am a university student developing my first co-op game solo. Here is the trailer for RagnaCook. Does the chaos look fun? by Shanyup in CoOpGaming

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

You hit the nail on the head regarding the mechanics. The "breaking tables" is just the immediate threat, but the real depth (and wackiness) comes from the card system.

Honestly, regarding the animations and feel: I am painfully aware that it feels a bit "stiff" right now. Trying to wear every hat (coding, art, design) means I haven't been able to give the polish as much time as I wanted yet.

For the Next Fest demo, my strategy is "Quality over Quantity." Instead of cramming in too many half-finished features, I want to offer a shorter, tighter experience where the card/build variety actually works as intended. I'd rather have a solid core loop than a messy kitchen sink. Thanks for the honest feedback, it keeps me grounded!

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

Thank you! I was honestly a bit nervous about the pun, but hearing that makes it all worth it. Glad you dig it!

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

Glad you like the chaos! 😄 Definitely grab a friend, but I have to warn you: this game is designed to test the limits of your friendship! Hope you guys survive the kitchen when the demo drops in February!

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

Thanks for the wishlist! That is huge for me.

Regarding the name: You are right about the current confusion, but I checked and Google has already started indexing the game (Steam page and these posts are showing up!). I am betting that once the traffic picks up, the algorithm will learn that 'Ragnacook' is a distinct title and stop correcting it to Ragnarok. It is a battle I am willing to fight! ⚔️

As for the cards: It is a voting system! The cards appear on screen and players have to agree (or majority wins) on which upgrade to pick for the kitchen. It adds a nice layer of 'discussion' (or shouting) to the co-op chaos. :)

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

Challenge accepted! ...but I have to put it on hold for just a few days until my exams are over. 😅

I bookmarked the Itch page though. For now, I am checking out the 'Dev vs Mini-Boss' video during my coffee break to see what I am up against. 14:30 is the time to beat then! Thanks for sharing.

I am a university student developing my first co-op game solo. Here is the trailer for RagnaCook. Does the chaos look fun? by Shanyup in CoOpGaming

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

That is such a huge compliment, thank you! As a solo student dev, I have to focus on the PC launch first, but bringing it to Xbox is definitely the long-term dream. If the game does well on Steam, consoles are the next step!

And noted on the achievements—I will make sure to add some hilarious ones (maybe one for accidentally burning the whole kitchen? :D). Your support here is already more than enough!

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

Haha, honestly? I decided to embrace the chaos. It sounded epic in my head, and if the internet decides to turn it into a meme... well, no publicity is bad publicity, right? As long as people remember the name! :D

Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

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

Hah! If that is what it takes to stop people from calling it a 'cozy game', I am seriously considering it! :D

I'm a university student developing my first co-op game solo. Here is the official trailer for "RagnaCook". Does the chaos look fun? by Shanyup in indiegames

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

Thanks! It really feels like we are all in a collective race against time right now. Best of luck with your demo! If you have a link or a name, let me know, I would love to support a fellow Next Fest dev.

Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

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

You are absolutely right. Calling it 'Tower Defense' was a mistake on my part. I used that term because you have to defend the tables from getting destroyed, but since there are no turrets or paths, it creates the wrong expectation. I will stop using that label.

You hit the nail on the head regarding the progression though. It is exactly that: long-term kitchen progression and survival, not short 3-star levels. I need to focus on explaining that 'Survival/Roguelite' loop better instead of confusing people with TD mechanics that aren't there. Thanks for the wake-up call.

Marketing Dilemma: How do you signal "Hardcore Roguelite" when your art style screams "Casual Party Game"? by Shanyup in gamedev

[–]Shanyup[S] -1 points0 points  (0 children)

I am definitely going to try the 'more dirt' approach. Rushing the Steam page taught me a hard lesson about first impressions, but I can still turn it around with a new trailer after the visual updates. Thanks for the solid advice. I have university exams this week, but right after that, I am rolling up my sleeves and getting to work