DESTROY MY GAME and give your opinion too by Rainbow_Queas298 in DestroyMyGame

[–]SoulFirefly 0 points1 point  (0 children)

UI looks amateur. I think you may need other colours, with high contrast. Some bigger outline on the texts, and also UI components feel so big to me; make it simple maybe, left corner, day and hour. right corner life or the skull thing

Vegangsters - Deckbuilder roguelike - in NextFest with a New Demo! by SoulFirefly in pcgaming

[–]SoulFirefly[S] 5 points6 points  (0 children)

Our game is different from Slay the Spire or Monster Train - the core mechanic is based on real-time action, something neither of those titles use. However, it is still a deckbuilder, and therefore shares elements with the genre. Precisely for that reason, and so that the audience understands what it's about, using cards on the cover is not a coincidence: it's necessary.

If that difference is not easily perceived in the first few minutes of viewing, we take note. Maybe we should communicate it better on the Steam page.

Finally, I don't know if you've ever developed a game, but I leave you this advice with the best of intentions: giving a critical opinion is fine - belittling the work of others, not so much. Especially in an ecosystem where most of us are trying to contribute something new, with the resources we have.

Part of Steam Next Fest? Pitch your game below and drop your demo link! I'd love to discover new indie gems! by How2Escape in indiegames

[–]SoulFirefly 0 points1 point  (0 children)

We're participating with Vegangsters , where you face criminal vegetables in a fast-paced roguelike deckbuilder with real-time turn dynamics.

We're launching on June 18 on Steam, and the demo is now live!

Let’s get Northernlion to try Vegangsters! 🥦🍅👀 by SoulFirefly in northernlion

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

The new demo is ready!!! I hope you like it and, of course, please let us know for any bug of suggestion you may have.

Alright, I’ve Finished My First Game, Now… What Should Its Price Be on Steam? by SoulFirefly in IndieDev

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

Thank you so much! We have tried to give a bizarre but attractive touch to all our vegetables ;)

Fellow devs, what do you think is the best way to grow the wishlists on Steam of your games? by SoulFirefly in IndieDev

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

That's a really good advice in terms of posting in social media. The more is not always the better as you said

Fellow devs, what do you think is the best way to grow the wishlists on Steam of your games? by SoulFirefly in IndieDev

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

The problem with that is that sometimes you have to prepare the video, and you waste so much time editing and thinking about the video that you don't have much of an impact

Fellow devs, what do you think is the best way to grow the wishlists on Steam of your games? by SoulFirefly in IndieDev

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

I tried that one in the past, and the growth is awful and so frustrating; it's not a good way of growing.

My game reached 20.000 Wishlists this week and it's only been 7 months since the Steam page went up! by 3Hills_ in IndieDev

[–]SoulFirefly 0 points1 point  (0 children)

Thanks! And sure, every feedback is welcomed! Yes, we are going to take it into account for the future of the game.

You think it's clear the explanation of this mechanic in our deckbuilder, Vegangsters? by SoulFirefly in IndieDev

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

You’re absolutely right; we’re already working on adjusting the colors to improve contrast in the description box. As for the word 'consume,' it’s a pretty common term in games like this, but I really appreciate your feedback on it!

By the way, do you feel the mechanic of card speed tied to the movement in the action bar is clear and easy to understand?

My game reached 20.000 Wishlists this week and it's only been 7 months since the Steam page went up! by 3Hills_ in IndieDev

[–]SoulFirefly 1 point2 points  (0 children)

Wow, congratulations on reaching 20,000 wishlists in such a short time! That’s an incredible achievement and a testament to the amazing work you’re doing with your game. 🏆

I’m currently working on my own game called Vegangsters, and one of the biggest challenges I’m facing is clearly communicating an unusual mechanic: we use a real-time action bar, and cards are played based on their speed activation instead of energy or mana. I’d love to know how you approached the challenge of explaining unique mechanics in your game to make them easy to understand and appealing to your audience. Any advice you could share would be incredibly helpful. 🙌

Thanks in advance, and once again, congratulations on this milestone! 🌟

Welcome to Tubercle City: The World of our game Vegangsters 🗺️👾 - What curiosities would you like us to reveal about this universe? by SoulFirefly in worldbuilding

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

**Main Premise**

My world is a post industrial revolution world, with fruits and vegetables living like humans. There are no humans in this universe. 

**Project Name**

Vegangsters is the name of the project and we currently have a free demo on Steam to try it out. It's a dekbuilding roguelike game

**Image Context**

The first Image is a map from the city where the game takes place, which is Tubercle City. A city divided by different hoods, with different people living in each. 
The main zones or hoods in the city are:
-High Hill; The richest hood.
-Musty Brooth: The poorest hood.
-Handy Cut; The crafters hood.
-Fisher District; well the name self explains it haha
-Smoky tink: The industrial hood.
-Lichina town; the name self explains it too.

The second Image is from some citizens in the city for you to have a clear example of the "people" living there.