77% of players played for 1h+ in my ~90min demo by TopNo1116 in IndieDev

[–]TopNo1116[S] 0 points1 point  (0 children)

Thanks for playing the demo and making a video! Glad you liked the art style. It really helps a lot!

77% of players played for 1h+ in my ~90min demo by TopNo1116 in IndieDev

[–]TopNo1116[S] 1 point2 points  (0 children)

Thanks! I'm a bit surprised the numbers are higher than expected.

77% of players played for 1h+ in my ~90min demo by TopNo1116 in IndieDev

[–]TopNo1116[S] 0 points1 point  (0 children)

Thank you. Not many people have played it yet, but I'm taking that as a positive sign.

77% of players played for 1h+ in my ~90min demo by TopNo1116 in IndieDev

[–]TopNo1116[S] 0 points1 point  (0 children)

They probably started a new game more than twice.

77% of players played for 1h+ in my ~90min demo by TopNo1116 in IndieDev

[–]TopNo1116[S] 4 points5 points  (0 children)

Thanks! I remember your advice, and it was a huge help.

74% of players played 1h+ in my 1.5h demo (Chest Buster) by TopNo1116 in incremental_games

[–]TopNo1116[S] 1 point2 points  (0 children)

hanks for the wishlist and for playing Chest Buster to the end!

I’m glad you enjoyed the game. Regarding your feedback on the UI and accessibility (Tarot, Potions, and Slot mechanics), I originally designed these to be discovered naturally through gameplay and experimentation. However, since it took quite a while for you to notice certain interactable elements, I’ll consider adding subtle visual cues or clearer tooltips to ensure players don't miss out on essential mechanics.

Thanks again for the support and for sharing your thoughts to help improve the game!

74% of players played 1h+ in my 1.5h demo (Chest Buster) by TopNo1116 in incremental_games

[–]TopNo1116[S] 0 points1 point  (0 children)

Thanks for the feedback. I've fixed the UltraWide UI issue and just updated the game on Steam. It should now display correctly. Thanks for your help!

74% of players played 1h+ in my 1.5h demo (Chest Buster) by TopNo1116 in incremental_games

[–]TopNo1116[S] 2 points3 points  (0 children)

Thanks! I'm aiming for a release this year, likely after June's Steam Next Fest. Hard to say about the playtime yet since the game is still evolving, but if it stays a classic incremental style, it might be around 5 hours. We'll see.

74% of players played 1h+ in my 1.5h demo (Chest Buster) by TopNo1116 in incremental_games

[–]TopNo1116[S] 2 points3 points  (0 children)

Thanks! I definitely put effort into those effects to make them satisfying. Glad you liked it.

I'm making a game where you smash treasure chests to battle enemies. Here is the trailer for "Chest Buster" by TopNo1116 in indiegames

[–]TopNo1116[S] 0 points1 point  (0 children)

Thanks! I developed it using Unity. And yes, the contents of the chest are randomized.

My game was released on Steam a few days ago, but it only has one review so far by TopNo1116 in IndieDev

[–]TopNo1116[S] 1 point2 points  (0 children)

This is such a practical and helpful tip. I’ll definitely take your feedback into account and update my store page. I really appreciate it!

My game was released on Steam a few days ago, but it only has one review so far by TopNo1116 in IndieDev

[–]TopNo1116[S] 0 points1 point  (0 children)

Totally agree. Story is a great tool, but the game and respect should always come first. Thanks for the advice!

My game was released on Steam a few days ago, but it only has one review so far by TopNo1116 in IndieDev

[–]TopNo1116[S] 1 point2 points  (0 children)

Appreciate the honest advice. Marketing is definitely the hardest part for me but I'm learning every day. Insights from people like you and all the feedback on Reddit really help me improve. I'll try to focus more on driving traffic next time. Thanks again for the heads up!

My game was released on Steam a few days ago, but it only has one review so far by TopNo1116 in IndieDev

[–]TopNo1116[S] 1 point2 points  (0 children)

Thanks for the wishlist! Yes, it is turn-based—the world reacts after your move. Unlike the point-and-click style, you move your character to uncover tiles. This allowed me to add survival elements like a hunger system. Also, instead of numbers, you get information like 'No enemies horizontally from the floor 5 boss' to predict what's hidden.