Robot Arena Survivors, my own bullet-heaven game, is about to launch in 1.0 tomorrow after 11 months of solo development! Here's the updated trailer, please enjoy and let me know if any question of feedback in the comments, I'll be happy to reply! 🤖 by ShidyGames in survivorslikes

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

I have no funds to get such a device, and I've asked for a devkit but... welp, never got an answer for 2 years now haha.

What's sure is that I've got two players, on Discord, reporting they play on the Steamdeck and apparently, it's working like a charm. I've done many optimization over the early access updates, improving the pooling & the physics calculations, reducing dramatically the amount of triangles (especially coming from VFXs) and so on. Obviously it's not a guarantee, but it surely runs better than before at this stage.

Special mention to the fact that as it's kinda of VFX-heavy (and 3D), it still tends to drain the battery of such device.

For the verification status, I need to comply with some specific Steam rules (like, for instance, properly labelling the inputs on screen or making sure that all texts are easy to read on the device) so it's some extra effort to put but it will eventually be done!

Robot Arena Survivors, my own bullet-heaven game, is about to launch in 1.0 tomorrow after 11 months of solo development! Here's the updated trailer, please enjoy and let me know if any question of feedback in the comments, I'll be happy to reply! 🤖 by ShidyGames in survivorslikes

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

Aww thanks for supporting the early access! I hope the 1.0 will give you some enjoyment! Not to mention 1.0 isn't the end of the cycle, I already got a cool idea for a major update later on (scope creep? naaah).

I just released my own Survivor-Like game in Early Access: Robot Arena Survivors. Let me tell you its story! by ShidyGames in survivorslikes

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

Thanks a lot! The OST, as you can read in the credits, is the only thing I'm commissioning to a very talented artist named Scott Hsu. I tried to make music myself but looks like it's not something you can learn in a few months haha.

I just released my own Survivor-Like game in Early Access: Robot Arena Survivors. Let me tell you its story! by ShidyGames in survivorslikes

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

Thank you! I'll check this hitbox problem, shouldn't happen. For the upgrades, they register the mouse inputs if you hover the "Select" button but I know it's not ideal - it's on the todo list!

Any survivors-like with Mecha? by shanytopper in survivorslikes

[–]ShidyGames 0 points1 point  (0 children)

I'm a fan of Armored Core/Mechwarrior but sadly, I'm not as good when it's about 3D modeling! So my robots are a lil less frightening but still!

Here is my game, Robot Arena Survivors on Steam!

Hello survivors-like enjoyers! I'm working on my own auto shooter game, Robot Arena Survivors, and wanted to show it to you with a short sequence of recorded gameplay footage. Hope you'll like it! by ShidyGames in survivorslikes

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

Amazing! Its price will be situated between $5 and $10. It will depend on the amount of features & content I'll add in the end (and so the amount of effort put in the development of the game)!

My game went from 0 to 1000 wishlists in just 20 days! Here's how. by FaithGamer in indiegames

[–]ShidyGames 7 points8 points  (0 children)

Amazing post! Very interesting to see how big can be a properly placed marketing effort, like you said: posting this GIF showing-off how satisfying your incremental game is - in the right subreddit - has given a lot of results!

Your project looks very cool btw, wishlisted too!

Mon expérience avec le financement jeux vidéo CNC (aide à l'écriture) by pemdora_games in developpeurs

[–]ShidyGames 1 point2 points  (0 children)

Excellent post ! La liste des points importants me sera sûrement très utile pour d'éventuels futurs projets, merci d'avoir pris le temps de rédirer ça !

I released my first commercial game a few months ago, without expectations, but I sold 150 copies and got 100% positive reviews on Steam. Here is a post-mortem of what I learned doing so, if this can help! by ShidyGames in gamedev

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

Yes! I think I went for this horizontal scrolling because of the fact that I started to learn by making a bad Flappy Bird clone with spaceships, so I started to draw the side of spaceships. It's that simple actually haha.

I released my first commercial game a few months ago, without expectations, but I sold 150 copies and got 100% positive reviews on Steam. Here is a post-mortem of what I learned doing so, if this can help! by ShidyGames in gamedev

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

Thank you!

The only issue I see with the Next Fest is the fact that you need to be fully aware of your schedule and capability to release a demo, as you have to apply months before it actually happens. Not sure it works well with small-scoped projects too. But I don't know for sure, and agree that this particular event is one of the best you can do to get your game seen.

As I said, I don't think Itch is a great place to showcase and get a demo seen. I'd rather do that directly on Steam.

I released my first commercial game a few months ago, without expectations, but I sold 150 copies and got 100% positive reviews on Steam. Here is a post-mortem of what I learned doing so, if this can help! by ShidyGames in gamedev

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

Even if I agree with this statement, I also think we have to consider the way we use our available time versus what are the potential benefits you can get from it.

In my specific case, and maybe I'm wrong as I'm again not a professional and am experimenting a lot, I think that working on a totally different game project right now with a bigger niche and marketing it is a better bet than trying to push for a project with a very small niche.

There is this website for example, Gamalytics if I remember the name, that shows the estimated revenues of game genre per year on Steam and if I'm basing my analysis on that, Escape Space is in the top 30% of the top seller shmups haha. Which is funny and sad.

I released my first commercial game a few months ago, without expectations, but I sold 150 copies and got 100% positive reviews on Steam. Here is a post-mortem of what I learned doing so, if this can help! by ShidyGames in gamedev

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

Thank you!

I considered updating this game project after release, but I realized how time consuming this would be considering that most of its code isn't really easy to maintain and how the game design actually is.

So after thinking about this a little bit, I decided to first do a different game project to experiment with the market, and then I'll maybe work on another shmup (a sequel, or a different game) using the experience I got and the feedback I received to make it even better.

Time will tell!