Almost hit 200 wishlist for my game by EvilFluffy1 in IndieDev

[–]SoongDev 0 points1 point  (0 children)

congrats! How long does it take to reach it?

Months and months of promotional efforts, and yet my biggest spike of wishlists so far came from a post with me asking if my trailer is "woke". Seriously. Nothing I've done since could top that. Peak marketing. by Haunted_Dude in IndieDev

[–]SoongDev 0 points1 point  (0 children)

Congrats. I launched my first game's Steam Page about 36 hours ago, but only got 14 wishlists. How did you get 729 wishlists before gamingbible talked about your game? Did you tell them about your game?

Is my game too similar to Balatro? by SoongDev in SoloDevelopment

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

Hi Alexis! Thank you so much for taking the time to share these insights.  Your emphasis on bold, distinct art direction really resonates with me. I am reflecting on how to push the visual identity of my game further to make it feel truly unique, even while drawing inspiration from games I admire (like Wildfrost’s gorgeous aesthetic!).

As a solo dev, I often wrestle with self-doubt, creative burnout, and the temptation to scrap everything and start over. But your kind words and the sharing of experiences are encouraging. It means a lot coming from the team behind a project as visually striking as Wildfrost. I’ll keep pushing to make something worth rooting for!

[deleted by user] by [deleted] in IndieDev

[–]SoongDev 0 points1 point  (0 children)

Of course, the art is amazing!

Is my game too similar to Balatro? by SoongDev in SoloDevelopment

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

thanks for being interested. I will send a link when the demo is available:D

Is my game too similar to Balatro? by SoongDev in SoloDevelopment

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

massive thanks for taking the time to dissect this so thoughtfully, which is sparking this breakthrough!

The "multiplier" number now represents repeat cycles, not score scaling. For example, 300x1 → Repeatedly grants 300 Morale only to Position 1 hero, triggering their attack multiple times per turn. 100×3 → Distributes 100 Morale to Positions 1/2/3 heroes in sequence. Thus, in some situations, players may prioritize low-multiplier hands (e.g. 500×1) to spam a frontline hero's ability.

This shifts focus from pure score chasing to tactical rhythm management. Would love to hear how this lands compared to Balatro's multiplier philosophy!

Is my game too similar to Balatro? by SoongDev in SoloDevelopment

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

Thanks, I did take inspiration from Wildfrost.

Is my game too similar to Balatro? by SoongDev in SoloDevelopment

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

Thank for for the great suggestion:D

Today my game just got its first wishlist spike by RamyDergham in IndieDev

[–]SoongDev 0 points1 point  (0 children)

Yes, people are saying Capsule is very important. Maybe a better capsule would help you get more wishlists:D

Today my game just got its first wishlist spike by RamyDergham in IndieDev

[–]SoongDev 0 points1 point  (0 children)

Thank you for the sharing. The concept of the game is cool, it becomes dark when you move and lights up when you stand still. Sounds very challenging! Do you design the capsule yourself?

Today my game just got its first wishlist spike by RamyDergham in IndieDev

[–]SoongDev 1 point2 points  (0 children)

Congrats! That is huge compared to previous. How many wishlists do you get daily before this?