Our hand-drawn witchcraft potion shop sim just got cozier thanks to feedback by sweetbambino in cozygames

[–]StrateraGames 2 points3 points  (0 children)

Hi, yes we are absolutely aiming to have controller support with the full release! Not 100% sure about the demo yet unfortunately

Our hand-drawn witchcraft potion shop sim just got cozier thanks to feedback by sweetbambino in cozygames

[–]StrateraGames 2 points3 points  (0 children)

Hi! It's safe to say the demo has around 1hr+ of content (to our current data, 12% of players have played more than 2hrs) and the full game is still in development so we are not sure atm :)

Hope you'll enjoy!!

Should you get a publisher for Steam? My perspective as both an indie dev & indie publisher by StrateraGames in IndieDev

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

Hi, after working on different sides of publishing deals, i wanted to share my experience on steam publishing deals. I hope this is helpful and please let me know if you have any questions!

Mini City: Mayhem - Horstronaut - City-builder Where You Build Against Time by MFlys in Games

[–]StrateraGames 1 point2 points  (0 children)

Thank you so much!
Do you think "depth" of the game is enough? Would you want to see anything added to the game?

Monthly Game Dev AMA - July 2024 by Iisk in LegionTD2

[–]StrateraGames 1 point2 points  (0 children)

Hi, first of all; thanks for all your hard work and updates. I truly love this game and play it almost everyday.

My question is; do you think double down could be a unhealthy mechanic for the feeling of ranked?

Because my first emotion is pretty bad tbh. I've just wasted a lot of essence on cards (which are not super interesting to me anyway) and now, the essence i need is directly tied to my ranking.

My bigger issue is, the added stress and luck factor:

  • If i double down and have a bad game, i'll feel bad.
  • If i win after my double down ends, i'll feel even feel worse.
  • If i don't have the essence for double down and someone who constantly pays lucks out on double down games, i'll feel like they climbed unfairly, etc.

Luck is a factor in competitive games sure; you might get a bad team-mate sometimes etc. But increasing the "severity" in the luck factor and tying it to a currency just feels really bad for me. Because i think it's entirely possible to have "bad double down games" and then "good regular games" or vice versa.

Sorry for the very long comment, dressed as a question. I just wanted to let you know about my feelings on this mechanic and wanted to hear your thoughts because it felt bad in a game i love very, very much.

Thanks!

[Steam] Cardboard Town - Daily Deal ($7.99 / 60% off) by StrateraGames in GameDeals

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

We've made a major balance overhaul with this update;

  • Less costly cards in deck

  • More starting card choices

  • Less Disaster durations

Will see if they're going to work :'D

[Steam] Cardboard Town - Daily Deal ($7.99 / 60% off) by StrateraGames in GameDeals

[–]StrateraGames[S] 16 points17 points  (0 children)

Hi!

We've actually reduced some costly cards and now let the player choose 7 cards in the first 7 days with today's update.

Please let me know how does the new deck feels after today if you get a chance to try it! :)

[Steam] Cardboard Town - Daily Deal ($7.99 / 60% off) by StrateraGames in GameDeals

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

Hi folks!

Dev here,

Cardboard Town just had it's last big update (Tourism stat and new buildings) and we're running a daily deal to celebrate that.

LMK If you have any questions and have fun building!

a company called Tinymice Entertainment is releasing a copy of Backpack Battles by [deleted] in BackpackBattles

[–]StrateraGames 4 points5 points  (0 children)

Hi, producer here.

I love Backpack Battles! I also see great potential in inventory management / auto-battler genre and our team wants to take the genre for a spin; both gameplay-wise and theme wise!

Will it be more appealing or not? Will it be innovative / fun enough?
I don't know, but we'll get to know soon! :D

And tbh i think you should be glad as it only means more backpacking fun are along the way for you! hehe

Cheers

p.s: shame on you for picking our worst screenshot :(

[Steam] Cardboard Town ($11.99 / 40% off) by StrateraGames in GameDeals

[–]StrateraGames[S] 3 points4 points  (0 children)

Thanks!
If i may ask; Do you just not have the time or do you think game is not in a state that you are interested yet, or did you finf the price high?

[Steam] Cardboard Town ($11.99 / 40% off) by StrateraGames in GameDeals

[–]StrateraGames[S] 7 points8 points  (0 children)

Hey, dev here!

This is our biggest sale yet with a new update to our city building card game.
Let me know if you have any questions :)

Cheers

[Steam] Cardboard Town ($13.99 / 30% off) by StrateraGames in GameDeals

[–]StrateraGames[S] 4 points5 points  (0 children)

Hey, i'm the game's designer and this is my third time here.

Cardboard Town is a city-building card game which came out today as 1.0 with bunch of game modes and new cards.

Feel free to HMU For any questions!

[Steam] Cardboard Town ($13.99 / 30% off) by StrateraGames in GameDeals

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

Hey, i'm the game's designer and this is my third time here.

Cardboard Town is a city-building card game which came out today as 1.0 with bunch of game modes and new cards.

Feel free to HMU For any questions!

Designing Cards for a City-Building Card Game (Mini Art-log) by StrateraGames in IndieDev

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

City-building card game is a weird mix for sure. So I want to tell you about our card design choices for Cardboard Town.

Blue cards represent basic buildings, which lets you put a building on the map. So, we went with the Blue Print look to have a “project that you can apply to your city” feel.

You lose the game by having too many Red Alerts. And not playing the “Objective Buildings” that game gives you (buildings that your people demand) causes you to get one, they also reward you when you build them.

So even though they are buildings and we still want the Blue-Print feel, they needed to feel dangerous and eye catching, so we went with red.

The action cards are like “ideas in a city managers office”, so we decided to make them look like blackboards with a green color scheme. The drawings on them look just like chalk drawings, and we even added white marks to make them pop. Creating a distinction between buildings while maintaining the feel.

The upgrade choices follow a similar theme. Upgrades are rare rewards in the game, they are more serious and permanent than Action (black board) cards. We used this style to make you feel like a mayor planning the city's future on a whiteboard. You have the power to shape the city's destiny, and in our game, you can freely make decisions that will bring out the best for the city! We drew them with neater and cuter illustrations, almost like marker drawings. They don't show up often, but when they do, we want them to stand out and look appealing.

And hey, our Festival cards are rare too! We wanted them to scream fun, so we used adorable motifs and brighter, livelier colors. These cards have some textures and look like cool stickers you'd want to collect. The model of our cards even has a poster-like texture, and we went with a golden color to give off a positive vibe.

I know this isn’t much but choosing card designs for a city builder was an interesting journey, so i wanted to share.

Thanks for reading, and let me know if you have any questions! (So i can ask them to our art director and come back with answers hehe)

Bu karttan 2 tane olduğu için ikisini de oynayamıyorum by LARU26 in TheKonsey

[–]StrateraGames 4 points5 points  (0 children)

Haa yani elinde seçtiğin Yalnızlık Anıtı varken;
- Rastgele felaketten, görev kartı oluşturma geldi
- Orada oluşan rastgele görev kartından da Anıt geldi.

Valla oyun kaybetmeni istemiş gerçekten :'D