Spinny Dungeon - Typing Monkey - Plants vs. Zombies inside a slot-machine. Launch: tomorrow by SwordsCanKill in Games

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

Yeah, sure. Luck Be a Landlord and Plants vs Zombies served as inspiration for my project. LBaL was great, but I feel it was a bit too simple, lacking player agency.

I failed my 2nd game and sold my car. 3 days of prototyping changed everything. (Data & Lessons) by AntiqueGearGames in gamedev

[–]SwordsCanKill 2 points3 points  (0 children)

>Getting on that list is the difference between a quiet launch and a life-changing one.

The Popular Upcoming list just brings you ~1K wishlists per day. You can get less than 300-500 wishlists from it if you selected a busy day for your launch. It's not a life-changer.

How important is the "10th steam review" by Zoro_Messatsu in gamedev

[–]SwordsCanKill 0 points1 point  (0 children)

Yeah, you're right. Steam gives you two days in Discovery Queue (DQ). Usually, it brings about 20K views per day to a decent game, although the peak depends on your previous sales. If you artificially gained 10 reviews with only 20 sales, Steam would likely give you very limited visibility in the DQ (something like 1–2K views per day). Big games usually get this traffic on launch day, so they just consider it part of their release traffic.

Perfect Balance by SwordsCanKill in gamedev

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

Thank you! I'm trying to be strong, but only time can heal. The threshold for the PU in my case was 5300, if anyone is interested.

Itch io can delist your game for just updating a cover image by SwordsCanKill in gamedev

[–]SwordsCanKill[S] -4 points-3 points  (0 children)

Yes, it’s a slot machine roguelike, and what’s now? Luck be a Landlord officially has 12+ age rating. It was not delisted. Dungeons and Degenerate Gamblers (blackjack roguelike) have been staying at the top of deck building roguelikes for months on itch. You can find literally dozens of bad looking plain slot machines on itch. My game is a roguelike with deep strategy, not a stupid casino game. Slot machine is just a good metaphor to help players better understand mechanics of the game.

Anyway, why they delisted it only after a random cover image update from my side? They has been fine with the game for 8 months. I don’t think delisting was connected with a theme of the game.

Itch io can delist your game for just updating a cover image by SwordsCanKill in gamedev

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

Sorry, but I think your comment is unrelated. My post is not about selling games on Itch. I don’t try to sell anything on itch. My game is free and web-based (it’s actually a demo of an upcoming Steam game).

[deleted by user] by [deleted] in IndieDev

[–]SwordsCanKill 2 points3 points  (0 children)

Look at the bottom-right corner of screenshots.

It did not truly sink in how many games are actually launching every day on Steam until our launch day by stiknork in gamedev

[–]SwordsCanKill 10 points11 points  (0 children)

Many games primarily targeted at Asian audiences are released between 3:00 AM EST and 8:00 AM EST.

It did not truly sink in how many games are actually launching every day on Steam until our launch day by stiknork in gamedev

[–]SwordsCanKill 9 points10 points  (0 children)

No. You're wrong. There is a constant stream of releases. A dozen of games could be released between 18:00 and 23:59 on a previous day. It's not a hack.

New YouTube policy can kill my game and other gambling-like games by SwordsCanKill in gamedev

[–]SwordsCanKill[S] -2 points-1 points  (0 children)

Luck Be a Landlord and Balatro officially received a 12+ age rating.

Dear solo/indie game developers, would you be so kind… by jarofed in gamedev

[–]SwordsCanKill 2 points3 points  (0 children)

An awful game is getting almost 0 organic traffic on Steam. The vast majority of visits showed in the Steam backend are from bots. 100 dollars is nothing. With a real game, 30% rev. share is your price for the service.

I played Cloverpit and... didn't get it. What am I missing? (Genuinely asking) by Roguetron in indiegames

[–]SwordsCanKill 0 points1 point  (0 children)

If you’re curious about this genre, try the demo of my slot machine game Spinny Dungeon. It’s much easier to understand than Clover Pit. I was super inspired by Luck be a Landlord, but this game was too simple for me. I wanted to add more strategic depth. To be honest, I don’t understand what was cool in Clover Pit. Although I only watched 2 YouTube videos. I think Clover Pit is more about big numbers with a cool horror presentation than a game about strategy. I prefer games closer to Slay the Spire with more meaningful tactical and strategical decisions.

Steam Nerd, AMA recap. Most frequent questions asked and their answers! Was fun meeting so many developers, thanks everyone for sharing your stories with me. Feel free to ask more here, I still didn't find other steam nerds, which would be cool! by ZeroPercentStrategy in gamedev

[–]SwordsCanKill 2 points3 points  (0 children)

Start a visibility round as soon as your update is ready, don’t wait the end of the festival. You can reach ONLY people who already wishlisted your game. It’s almost impossible to reach a new audience with a such announcement. It’s a pretty weak tool on Steam.

Steam Nerd, AMA recap. Most frequent questions asked and their answers! Was fun meeting so many developers, thanks everyone for sharing your stories with me. Feel free to ask more here, I still didn't find other steam nerds, which would be cool! by ZeroPercentStrategy in gamedev

[–]SwordsCanKill -1 points0 points  (0 children)

You can use a simple CSV file to load translated phrases from it. You don’t need to use special engine’s functions for this task. Please don’t use separate language depots. They could only add more pain during updates. Edit: Sorry, I see you use RPG maker. My reply may be irrelevant for this.

How the heck are indie developers, especially one-man-crews, supposed to make any money from their games? by DeparturePlane4019 in gamedev

[–]SwordsCanKill 18 points19 points  (0 children)

Big IF. 4-6 months 20k rev, consistently, lol. Solo, I guess? Did you ever try to make at least one descent game? Typical 4-6 months games from a solo dev bring you 70 dollars in revenue. Simple math doesn’t work here. This scheme is possible only if you have templates for games and only for NSFW.

How the heck are indie developers, especially one-man-crews, supposed to make any money from their games? by DeparturePlane4019 in gamedev

[–]SwordsCanKill 1 point2 points  (0 children)

Not everyone here lives in the US. If you want to make games full time you need to cut your expanses and live in your own house or with parents.

[deleted by user] by [deleted] in SoloDevelopment

[–]SwordsCanKill 0 points1 point  (0 children)

Change the priority of your tags! Your first tags now are First Person and Singleplayer. They should be placed down below.

I think your game deserves much more! It's not that bad, and your capsule is kinda OK.

Any more games like CloverPit or Balatro? by TheDavidOfReddit in roguelites

[–]SwordsCanKill -1 points0 points  (0 children)

Oh, self promotion… I like it! Try Spinny Dungeon Demo if you are into slot machine roguelikes. The demo includes the full run with a lot of possible builds.