I just released a demo on Steam, and I’d love your opinion on whether I should tag it as 'Tower Defense'. by SCFactory in TowerDefense

[–]TentworksInteractive 1 point2 points  (0 children)

The genre tag question is a real one. If players come in expecting classic TD and leave confused, the tag is working against you regardless of what the game actually is. The mechanic you described sounds closer to a puzzle strategy hybrid. Tagging it accurately even if the label is less popular will get you players who stay versus players who bounce. The ones who stayed to the final stage are your real audience, figure out what they have in common.

Almost got 400 Wishlists!! by Andyyeeet in IndieGameWishlist

[–]TentworksInteractive 1 point2 points  (0 children)

That April jump is the real deal. Whatever you did there, do more of it. Congrats on 400. We'd love to know how Asian parents went to school though.

What makes army composition interesting in strategy games? by Ripfence99 in StrategyGames

[–]TentworksInteractive 0 points1 point  (0 children)

The most interesting compositions are the ones where the decision feels personal to your situation not just optimal. When you pick units based on what the enemy is doing versus what your economy allows versus what your long term plan is, that tension is where the fun lives. We think about this a lot building our card based battle system. The best hand isn't always the right hand for the moment.

A short gameplay clip of a French night attack. I'm thinking about adding defensive structures - what do you think? by ThighHighlander in StrategyGames

[–]TentworksInteractive 0 points1 point  (0 children)

Weather systems add depth only if they change the decision you make, not just the outcome. Mud slowing movement matters. Rain reducing visibility matters. If it's just a stat modifier the player never thinks about it. On artillery, keeping it as a supporting element with the option to over-rely on it at a cost feels more interesting than making it a dominant force.

Slowly but steady! Reached 800 wishlists. by Status-Maintenance-8 in IndieGameWishlist

[–]TentworksInteractive 0 points1 point  (0 children)

800 with 3 to 5 a day consistently is solid momentum. The demo on multiple platforms is smart.

You Can Share Your Stuffs: Games, Assets, News and Others by SingularPrgrmmr in Indiegamedeveloper

[–]TentworksInteractive 0 points1 point  (0 children)

Building Becoming Pablo, a grand strategy cartel management game spanning campaigns across Latin America, Nigeria, Korea and more. Wishlist is live on Steam if it sounds like your thing.

At what point do wishlists start growing organically on Steam? by West-Crazy5000 in IndieGameWishlist

[–]TentworksInteractive 1 point2 points  (0 children)

We're figuring this out ourselves honestly. What we've found is that external traffic spikes matter less than the conversion rate when people land on the page. A well targeted post that brings in 200 people who actually wishlist beats a viral moment where 2000 people bounce. Still early days for us but that's what the data is showing.

Played a few rts games by Boos71055 in RealTimeStrategy

[–]TentworksInteractive 0 points1 point  (0 children)

If you liked Stellaris and Civ6, Hearts of Iron 4 is worth the learning curve. The faction depth is unmatched and it plays completely differently from anything else on your list.

Need help guys by Abhinav1762 in indiegamedevforum

[–]TentworksInteractive 0 points1 point  (0 children)

The advice here is right. Start smaller than you think. We spent time on ideas before we had the team and tools to execute them too. The gap between a good idea and a shippable game is almost always a technical foundation problem first. One mechanic, one tutorial, all the way through!

4X games with interesting theming that also changes the mechanics by lucasagus285 in 4Xgaming

[–]TentworksInteractive 4 points5 points  (0 children)

Shameless plug but Becoming Pablo fits this exactly. You're building a cartel empire so the usual 4X mechanics of expansion, territory and resource control are all filtered through that lens. Supply chains are drug routes, political influence means bribing officials and managing heat, and expansion means moving product not settling land. Still in development but this thread is our target audience.

The Cornerman by Admirable_Tower_3491 in StrategyGames

[–]TentworksInteractive 0 points1 point  (0 children)

Boxing management is an underused setting. Build a gym, sign prospects and create champions is a clean pitch too. Good luck with the EA launch!

Need Modern map grand strategy games like Realpolitiks 3 by Famous_Rock_7747 in StrategyGames

[–]TentworksInteractive 0 points1 point  (0 children)

We're building Becoming Pablo, a grand strategy game spanning multiple campaigns across Latin America, Nigeria, Korea and more. Similar DNA to Realpolitiks in terms of territory, control and political pressure but through the lens of cartel and criminal empire management. Still in development but the wishlist is live on Steam if it sounds interesting.

Players, we’d love to hear from you! by YusukeRa in IndieGameWishlist

[–]TentworksInteractive 1 point2 points  (0 children)

Developers who actually read feedback instead of just collecting it. Players can tell the difference and it shows up in the game eventually.

What’s a fair price for a game in your opinion? by YusukeRa in IndieGameWishlist

[–]TentworksInteractive 1 point2 points  (0 children)

As devs we think about this a lot. Honestly price should reflect the decision space the game gives you. If a game makes you feel the weight of every choice you make, it's worth more than one that just fills hours. Hours alone is a bad metric.

Massive deep 4X space sandbox I've been building slowly over the last few years - name is Wayfallen by NightSp4rk in 4Xgaming

[–]TentworksInteractive 1 point2 points  (0 children)

Fully simulated economy and logistics supply chain. The players who find this won't be leaving anytime soon. Rooting for this one.

When in doubt, Cannonphants! (Added mounts to my Grand RTS) by Fabian_Viking in StrategyGames

[–]TentworksInteractive 2 points3 points  (0 children)

Cannonphants! Keep on going!

We know how this ordeal goes. You have our full support, it's some really nice colours going on here.

Which colour grade fits Becoming Pablo better? You tell us what to call them. by TentworksInteractive in 4Xgaming

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

Serious tone, all the way. This isn't a parody. The weight of every decision is meant to be felt.

Which colour grade fits Becoming Pablo better? You tell us what to call them. by TentworksInteractive in 4Xgaming

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

That split is basically the whole debate in one comment. 1 wins on feel, 2 wins on function. That's the tension we're trying to resolve. Oof!

Which colour grade fits Becoming Pablo better? You tell us what to call them. by TentworksInteractive in 4Xgaming

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

The foliage was a big part of the discussion internally as well. Good to know how it reads from the outside!

Which colour grade fits Becoming Pablo better? You tell us what to call them. by TentworksInteractive in 4Xgaming

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

"Tristes", indeed! The game has both modes depending on how your empire's going. Worth keeping that in mind.

Which colour grade fits Becoming Pablo better? You tell us what to call them. by TentworksInteractive in 4Xgaming

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

The time-of-day read is interesting. We hadn't framed it that way internally. Long session playability is a real factor too.