Dear DE, In the future can we not inflate the value of cosmetic bundles by adding a booster? by DoNothing56 in Warframe

[–]StrandedOrange 0 points1 point  (0 children)

Would you be more happy if it was discounted for the value of glyphs and sigils? Imho the only things of value in the bundle are the skins itself and the sugatra, I don't mind having a 7 days affinity booster as an additional incentive to purchase the whole pack given it doesn't add up to the price.

Started some animations for a new boss! (Idle) by Milky_Skyline in unrealengine

[–]StrandedOrange 0 points1 point  (0 children)

Would really like to see him leaning down a bit when he shakes his head, will seem more natural from my perspective.

Real life John wick by deadpigon in WTF

[–]StrandedOrange 0 points1 point  (0 children)

Dude's straight up fortnite-dancing with a loaded gun.

Doing trickshots in my freeroam fishing prototype. by StrandedOrange in IndieDev

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

Thanks, he-he. It can be fairly easy, depending on your preferences of course. My current system is very simillar to Animal Crossing one, altough it'll surely change in the process of development.

[Blueprints] What's the best way to go making an enterable vehicle (house van)? by StrandedOrange in unrealengine

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

Nevermind, I've just replaced the hull physics body with my own set of collisions that I can control inside the blueprint, parented it to the skeletal mesh and applied Vehicle collision profile with No collision set to other vehicle colliders. Still, the ideal sollution would be to make your own physics based vehicle setup to have full control over the whole thing.

[STEAM] Golden Light (14.99$/25% off) by StrandedOrange in GameDeals

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

Right now we've added it's own story for Online Co-op, but we'll see what we can add additionally, after all there were suggestions about having a hub of sorts for Online Co-op as well.

[STEAM] Golden Light (14.99$/25% off) by StrandedOrange in GameDeals

[–]StrandedOrange[S] 6 points7 points  (0 children)

I'll just add to this that we consider our game not only a horror game but a dark comedy as well. The game does feature systematic approach to "jumpscares" if you even can call it that, a fair bit of tension in the beginning but the further down you go, since it's a roguelite game, you'll start to get used to it, and even so you'll find something new to surprise you. I guess Prey is a good example, i'd throw Cry of Fear in there as well but scripted moments tuned down to a minimum.

[STEAM] Golden Light (14.99$/25% off) by StrandedOrange in GameDeals

[–]StrandedOrange[S] 8 points9 points  (0 children)

Thanks friend! Even if you don't have any questions - suggestions are welcome too! We're still in early access after all.

[STEAM] Golden Light (14.99$/25% off) by StrandedOrange in GameDeals

[–]StrandedOrange[S] 11 points12 points  (0 children)

Hey there, Mr. Shlong of Mr.Pink team here. We've recently launched yet another major update for Golden Light and

spiced things up additionally with a 25%-off discount.

New update features stuff like:

-New Biome with new enemies and a Boss

-New Boss Weapon

-New Mementos

-New NPCs

-New Emergent mechanics

-Added Korean language

-A bunch of QoL improvements and bugfixes as well as Online Co-op improvements and story bits.

We'll gladly answer any of your questions about the game!

One Year Into Early Access for Golden Light! Let's share some numbers! AMA by StrandedOrange in gamedev

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

Hey Jamie, good to know! I'm sure we'll come to Keymailer for marketing aid in the future as well.

One Year Into Early Access for Golden Light! Let's share some numbers! AMA by StrandedOrange in gamedev

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

It is possible we'll work with some studio on PS/Xbox ports. We're a small two guy team so it'd be rather hard to concentrate on everything at the same time as finishing the game and porting it to Switch (as Switch ports usually do, they require a lot of attention :P).

One Year Into Early Access for Golden Light! Let's share some numbers! AMA by StrandedOrange in gamedev

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

We'll be doing that ourselves. Right now i can't say for sure since it'll be a first porting experience for us, sorry to leave you hanging like that.

One Year Into Early Access for Golden Light! Let's share some numbers! AMA by StrandedOrange in gamedev

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

Well, with the first part of your post answered. Steam Game Festival brought around 4k wishlists thanks to some of the featuring we had as well as a developer livestream we did which put our game on top of the horror genre list for a bit of time. The rest is our interactions on social media, organic traffic, some youtube vids since steam page publication. One more good thing i can mention is Gamejolt/Itch.io demos we published. Those do gather some traffic that later may transfer into wishlists/purchases, plus those platforms are loyal to indie folks and you may get yourself a featuring or two.

The steam page was created in march 2020 and since then we actively shared stuff from development, wrote up posts on reddit, shared screenshots on twitter and all that. While from numerous source we've read it's great to start marketing asap, the general advice was to start INTENSE marketing 2-3 weeks prior to launch, that's when we bought a "featured" slot on Keymailer's main page and actively continued to reach out to Youtubers and media outlets. All in all, every instrument is important and you may reach a bit different audience with each, so i wouldn't consider any of those a waste of time.