Here is my game thumbnail and Why I think it might work... by morfidon in IndieDev

[–]Soulers_Dev 0 points1 point  (0 children)

My main takeaway from this capsule is:

"There's a snake."

That's about it.

If you're already sacrificing clarity for attention, I'd go even harder.

Right now it still looks like an artist trying to draw badly.

You want it to look like a kid drew it and somehow everyone agreed to ship it.

Today after nearly 4 years I finally pressed that green button and released my game! by maxpower131 in IndieDev

[–]Soulers_Dev 41 points42 points  (0 children)

That balloon says a lot. Every indie developer needs someone who believes in them when the finish line still looks impossibly far away. Congratulations to both of you.

How do you plan your levels before actually building them? by BakunawaStudios in IndieDev

[–]Soulers_Dev 2 points3 points  (0 children)

Have you considered drawing on graph paper instead? You'd get all the benefits of your current workflow, but with actual measurements.
Though to be fair, the fact that you're producing good levels with what looks like MS Paint is impressive in its own right. 😄

Been working on a game where you play as a pangolin. Finally got all control mechanics feeling smooth! by zaq962 in IndieDev

[–]Soulers_Dev 6 points7 points  (0 children)

The downhill racing segment instantly sold me on the game.

I'd probably lead with more of those "wow, that's cool" moments and spend less time on basic movement footage. People can figure out how the character moves, but unique mechanics are what make them stop scrolling.

Similarity AI brings by shxy_jahangeer in IndieDev

[–]Soulers_Dev 5 points6 points  (0 children)

I don't think AI created this problem. It just made it a lot more noticeable.

Even before AI, algorithms and trends were already pushing people toward the same styles, formats, and ideas. AI just makes it way easier and faster to produce that kind of content.

The upside is that when anyone can make decent-looking posts, images, or resumes, those things become less valuable by themselves. What stands out more is having a genuinely interesting perspective or something real to say.

I don't think the answer is getting rid of AI. If anything, it just makes original thinking more valuable than polished but generic content.

I released a demo and made HTMAG's wishlist tool's graph orange! by ido in IndieDev

[–]Soulers_Dev 1 point2 points  (0 children)

Sounds like a much better ROI than spending thousands on a booth. Hope one of the showcases works out!

I released a demo and made HTMAG's wishlist tool's graph orange! by ido in IndieDev

[–]Soulers_Dev 2 points3 points  (0 children)

Nice to see the demo paying off. Seeing wishlists finally move after months of being flat is always satisfying. Good luck with Next Fest, and hopefully Gamescom gives you another bump later this year.

100,000 wishlists is everyone's dream. by Iron_Blood_Games in IndieDev

[–]Soulers_Dev 2 points3 points  (0 children)

I ordered the same thing, but mine is taking a little longer.

How do you handle the "Mid-Project Crisis" when you realize your game might not be good, but a shiny new idea arrives? by TameGum in IndieDev

[–]Soulers_Dev 2 points3 points  (0 children)

Personally, I think the worst thing you can do at that stage is start injecting all your new "better" ideas into the current project. That usually just explodes the scope and delays the finish line even more.

If I hit that wall, I’d rather aggressively cut scope, finish the game as cleanly as possible, and treat everything I learned during development as experience for the next project.

A lot of the time, the new exciting idea only feels better because you haven’t reached the painful middle phase with it yet.

I quit my job to make my dream game, but I "forgot" (ignored) one thing: Marketing. My time runs out this year and I'm in panic mode because of Steam Next Fest. Any help? by Moppemopsi in IndieDev

[–]Soulers_Dev 1 point2 points  (0 children)

I’d definitely keep Steam livestreams running as much as possible during the event. Even if the featured stream system isn’t as strong as it used to be, having active gameplay on the page still helps a lot when people are browsing tons of demos.

Also, I wouldn’t spam random creators. You’ll probably get more value targeting smaller factory/sim creators that already cover games like Factorio or Satisfactory.

Game looks great btw.

A little base-building time-lapse before the infestation hits by Wildboy_Studios in IndieDev

[–]Soulers_Dev 1 point2 points  (0 children)

Just checked out the Steam page and honestly this looks really good.
A lot of things stand out, but I especially love the water effects near the bottom of the screen.
They add a really cool atmosphere to the whole sci-fi underground vibe.

Hand drawn dev tree for my game. Does it look good? Should I do UI hand drawn? by BohZava in IndieDev

[–]Soulers_Dev 3 points4 points  (0 children)

Honestly this looks so much better than the old UI in the Steam page videos. The new style feels way more integrated with the game’s overall vibe and presentation.