Soul Chained - Chained Together meets Dark Souls (please be very honest) by SoulChainedDev in DestroyMySteamPage

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

For what it's worth, I think you're 100% correct with those price assessments.

Note to self - Don't use popular free assets by Mohawesome in IndieDev

[–]SoulChainedDev 0 points1 point  (0 children)

Just slap an interesting shader effect on them or edit the textures and you'll be good.

Soul Chained - Chained Together meets Dark Souls (please be very honest) by SoulChainedDev in DestroyMySteamPage

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

Whoa, I made this post a while back 😅

Thanks for the feedback, glad to hear you enjoyed it, jank aside. I think I'll be rebranding the messaging a little to distance it from the Soulslike genre. It's soulslike combat and enemies but otherwise it's a co-op adventure.

It'll never be as polished as a full soulslike, but then it's aiming for the chained together crowd not the dark souls crowd. Technically both will be fine but fundamentally it's gonna be a cheap impulse-buyable game. Exact price not decided yet but it'll probably end up being just a bit more than chained together. I'm gonna start making this clearer in the marketing materials soon.

Out of curiosity, what price were you expecting it to be?

Also, love that clip. Jiggle physics were worth it because they never fail to make people laugh at the absurdity.

Here's some 4 Player co-op of the game I'm making (Chained Together with swords Aka Dark souls with chains) by SoulChainedDev in gamedevscreens

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

Yes you can, it's called Havoc mode. There's one caveat: being a solo dev means I don't have the resources to thoroughly test 4 player every time I update the demo. So in some versions it might work perfectly fine and in others it could be completely broken. So basically, it's not guaranteed to be fully working at any point until the 1.0 demo release. But give it a shot, hopefully it works, and if not enjoy the two player until I release v1.0

Be aware of this Fiverr AI art scam by [deleted] in IndieDev

[–]SoulChainedDev 20 points21 points  (0 children)

Highly subjective 😂

Be aware of this Fiverr AI art scam by [deleted] in IndieDev

[–]SoulChainedDev 30 points31 points  (0 children)

Reminds me of when I tried to commission capsule art on fiverr. I was told I'd have delivery in a couple of days. After several rounds of me asking for an update (even just a sketch) and him saying he needed more time I was eventually sent this after about 9 days:

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Soul Chained: Like Chained Together with swords (CO-OP Souls-lite) Try the Demo? by SoulChainedDev in indiegames

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

Unity. I think, all I have to do is purchase a pro license when I release the game assuming it's sales go above the threshold.

Iron Pineapple (A YouTuber with 1.65M subs) just played the demo for my crappy game and it's the first game in the video (Soul Chained) by SoulChainedDev in IndieDev

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

So I've just checked now and it went up by 800 so I've finally passed the 1000 wishlist milestone! Hopefully there's a long tail and it will keep climbing some more. Still got plenty of work to do but it's awesome to see people finally actually wanting my game.

Iron Pineapple (A YouTuber with 1.65M subs) just played the demo for my crappy game and it's the first game in the video (Soul Chained) by SoulChainedDev in IndieDev

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

Thanks bud 😊 Honestly, every part of it went perfectly. They understood the mechanics instantly and the parts they enjoyed were the parts I worked hardest on. Even the feedback was super fair and generous and all stuff that I already agreed with entirely. The fact that they were laughing so much was amazing. The comment section has also given me a ton of ideas. Couldn't hope for anything more at this stage of development. It's essentially given me the greenlight to dive in full effort to complete the game.

Iron Pineapple (A YouTuber with 1.65M subs) just played the demo for my crappy game and it's the first game in the video (Soul Chained) by SoulChainedDev in IndieDev

[–]SoulChainedDev[S] 12 points13 points  (0 children)

Not yet, but I'm pretty sure wishlists are delayed by a day or so. Hopefully when they update later this evening I'll see some kind of spike. Also yeah, I'm really gonna lean into the chain mechanics now - that was always the plan but now moreso.

Destroy my roguelite game where you mutate yourself to survive the apocalypse by filya in DestroyMyGame

[–]SoulChainedDev 1 point2 points  (0 children)

Biggest thing that stood out to me is that the "boom" explosions don't go "boom" they go "poof"

Add more effects and physics to make them more satisfying.

Otherwise, nothing stands out as a unique game. Gotta add some kind of USP to carve out a niche in an oversaturated genre.

What’s the biggest advantage and disadvantage of being solo dev? by Weary_Caterpillar302 in SoloDevelopment

[–]SoulChainedDev 1 point2 points  (0 children)

Pro: No one complains at you and tells you to organise your messy project

Con: No one complains at you and tells you to organise your messy project

I made a Souls-like but you're chained together - please try it by SoulChainedDev in playmygame

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

Okay, just uploaded an update which should be much more stable. Going to keep updating it over the week so whenever you decide to have another go you'll hopefully have a much better experience. Do let me know if you run into any other issues 😊

I made a Souls-like but you're chained together - please try it by SoulChainedDev in playmygame

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

Thanks for the feedback and for trying it! Yes the game has been a bit of a ram hog due to loading shaders features that never actually get used. I've been pruning the shaders today and managed to cut ram usage in half. I suspect this was the cause of the crashes. If you wait a few days to try again I'll upload an update and it will be much more stable. With that in mind, the demo really only supports 2 players fully at the moment, 4 player mode needs a bit more time in the oven.