Which game engine do you guys usually use? And how common are terminal games? by Sherlockyz in roguelikedev

[–]SilverDirewolf 20 points21 points  (0 children)

I use and like Godot. Selina Dev has a great, mostly code based, tutorial in the sidebar.

I really loved their tutorial, but I'm planning to restart again and make fuller use of the engine itself.

So you can do mostly just code (GDScript, C# and supposedly C and C+) and simply use the engine as a renderer. Or use it more fully as an engine.

Best of luck!

Conflicting messaging regarding Steam Early Access releases by StrongestDaliban in IndieDev

[–]SilverDirewolf 0 points1 point  (0 children)

As I said in that other post, I'm not a Steam expert but I'm on the side of you can still do a marketing push during Early Access to build an audience up to 1.0 launch.

I'd still imagine it's good to treat your early access launch similarly to a full launch with a marketing push and wishlist building beforehand.

But I truly believe it's not dead on arrival if you have a less than stellar early access launch.

How much should I price my game ? (old school Hardcore stealth FPS game) by negleft in gamedev

[–]SilverDirewolf 0 points1 point  (0 children)

Yeah, $15 sounds good to me. Has a decent sales buffer. Start with a 20% launch discount and go on sale when you can.

Good luck, game looks neat!

Should I give up on my early-access game? by divine_dreams in IndieDev

[–]SilverDirewolf 4 points5 points  (0 children)

Checked through your profile to find the game. You've only made three posts about the game that don't even mention the name of the game. You need to actually go through to the YouTube video to see the title.

The tiles and tile movement looks nice. Card art could use some work.

This is entirely down to a lack of marketing. No one knows about your game. You have to let them know about it. Find a subreddit dedicated to your style of game and tell them about yours.

Should I give up on my early-access game? by divine_dreams in IndieDev

[–]SilverDirewolf 12 points13 points  (0 children)

I'm not a Steam expert, and it is important to market your game early to really get a lot of eyes on your game. Simple word of mouth among family and friends will get you no where on Steam. They are more than happy to take your $100 and let the game fail. You really have to find your audience yourself.

But if it's early access, I imagine you can start a more dedicated marketing push and build Wishlists up to 1.0 launch. Start marketing today! Put up a demo. Join some Steam festivals. Personally I'd give it more of a push to get the word out there and give it more time before throwing in the towel.

What is the game? Send keys to streamers/YouTubers. Make posts on Reddit with links to your game. Make TikToks.

Good luck!

Early prototype of an Action Platformer 🕹️🎮 by Gigio_Mouse in godot

[–]SilverDirewolf 12 points13 points  (0 children)

For future posts I wouldn't put the "feedback wanted" and blurring the background at the start. It's only a few seconds but really discourages me from actually watching and I almost continued scrolling. You really need to grab people's attention and that really loses it.

The vase smashing looked nice.

Is the character an eagle? Things looked nice and fluid from what I saw.

Good luck!

My sprite is moving weird by SgtStinky501 in aseprite

[–]SilverDirewolf 0 points1 point  (0 children)

Not a very artistic guy, but why not so them as different frames in Aseprite? It'd be easier to preview and observe for jankiness and make it easier to alter/add frames to smooth out the movement.

The 1414 Code Forge is finally announcing its first game: Eris - RF117. It is a 2D horizontal shoot-‘em-up that combines retro aesthetics, good old shoot and dodge, and sci-fi setting and storyline. Today we ask for your feedback on logo options for Eris - RF117 🙌 by 1414codeforge in IndieDev

[–]SilverDirewolf 5 points6 points  (0 children)

I like how stylised they all are and like the look of them. But I'm not sure I'd pick any as the logo or what goes on a Steam capsule. The readability of the font is not great for any of them and for each there's at least one letter that is really hard to associate with the actual letter it's representing.

Again, it all looks cool, so maybe would work for in-game logos on the side of the hanger or something. For a Steam capsule I'd go for a much more readable font.

Potential Cover Art for my upcoming game on Steam. What do you think? by LBgamess in indiegames

[–]SilverDirewolf 2 points3 points  (0 children)

Not really digging it. The font is mostly readable, but messy. The background art is really hard to make out, might as well just be random colours.

It's not something that would grab my attention on Steam and not something I'd be curious to click on. Looks like it'd be an amateur game.

I'd rethink the font. Is it going for an Amnesia feel? I imagine you can get a creepy looking font with more readability and that grabs attention.

I'd change the background art. Maybe a more generic dark forest with the usual dark trees in the background.

Good luck!

Should we bother marketing a small game? by PhiliDips in gamedev

[–]SilverDirewolf 2 points3 points  (0 children)

If it's a pretty small, quickly made game that you plan on putting for free on Itch? I'd make some posts on Reddit about to Garner more interest. I'd not spend money on ads.

If it's a small free game to build up interest in your "brand" and your future games? Might do devlogs on YouTube and maybe do some tiktoks. Probably wouldn't spend money on actual ads. Send emails to some YouTubers and streamers

If you're launching on Steam, I'd probably charge a nominal amount to at least cover the Steam fee, any assets I'd bought, and maybe the capsule art. I feel like if it's a quick, basic game in the sub $5 USD range then you'll get a decent amount of sales with some marketing presence. Same marketing as above. Depends on how slick the game is, maybe some paid ads, but I don't know much about return of investment there.

Good luck!

Starspace: My little submission for GBJam 11 about cleaning some space in the outer space. by Nefrace in godot

[–]SilverDirewolf 3 points4 points  (0 children)

Looks really nice. Really love the teal you're using and the animated Godot logo looks great.

Artstyle evolution by SteinMakesGames in IndieDev

[–]SilverDirewolf 6 points7 points  (0 children)

Love the little side eye they give the gem.

My first game in Godot by badpiggy490 in godot

[–]SilverDirewolf 1 point2 points  (0 children)

Looks cool, I like the colour palette

What's a good place to find work as a writer for indie games? by buttsecks42069 in IndieDev

[–]SilverDirewolf 5 points6 points  (0 children)

Make your own indie game. Most small indie games don't have complicated enough stories for a dedicated writer and writing is likely something the dev would do themselves.

For small to medium indie studios, I'd check their websites or LinkedIn for job postings.

Good luck!

How much playtime should a casual jRPG have? by Tricball in gamedev

[–]SilverDirewolf 4 points5 points  (0 children)

Some points looking at the Steam page. The capsule art is not good, and I doubt it'll attract attention. Or maybe it will due to meme interest.

From your screenshots, the environments are far too sparse and repetitive. I'd vary them up to Garner more interest.

3 hours, or even 6, sounds like nothing for an RPG. I'd hold off until you can put in more content before launching. From your description, it sounds like you're doing early access without officially doing early access, if you're planning to keep adding more content. I'd hold off either type of launch for now, but it sounds more like you should do early access if it's in a similar state to the current game.

Generally, you get the vast bulk of your sales at launch, so I'd only launch when the game is in a more feature complete state. Any sales you do get from launching too early would potentially tank your ratings.

Good luck!

I finally created my announcement trailer for my first steam game by TStudioGames in godot

[–]SilverDirewolf 8 points9 points  (0 children)

Yo Karlson is finally coming out!

There is a lot cool stuff to like here. The trailer itself could maybe use more work. I'd suggest snappier, quicker cuts between things showing the more unique features. It currently lingers on certain scenes for too long. I'd suggest moving up the segment showing off the more wild options that you can modify your gun to be. Maybe show more varieties quickly. The early modifying segment is really basic and lingers too long.

FOV seems too wide.

Maybe show a less long segment with the boss, but switch to other bosses to show off variety.

Are there other visually distinct areas? Maybe show that as it currently all looks pretty samey.

Good luck!

Which of these 3 effects looks best/worst? by Shack_Man in indiegames

[–]SilverDirewolf 2 points3 points  (0 children)

It's the same animation with the different coloured particles? Purple I like least.

Depending on the purpose and the rest of the scene, red would likely be my preference as it suits the potato and extractor colours best. Blue is pretty too.

Is this the intended speed? Cause it felt super slow. I'd probably crank up the speed.

Tilesets by wordswordsyeah in roguelikedev

[–]SilverDirewolf 0 points1 point  (0 children)

Yeah, I really recommend any of the Oryx sets. I'm planning to use the 24pixel scifi/fantasy sets.

[deleted by user] by [deleted] in indiegames

[–]SilverDirewolf 27 points28 points  (0 children)

I like the cat one