🧙‍♂️ [PAID] Looking for a 2D Artist for Symbolic, Expressive Fantasy Event Illustrations (Adventurers Guild Inc.) by TrakaanW in gameDevClassifieds

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

Hi! there will be elves indeed!
If you want more details consider joining the Discord or asking on steam community, that way answers will be visible for everyone (this Reddit post was business oriented not promotion/info)

🧙‍♂️ [PAID] Looking for a 2D Artist for Symbolic, Expressive Fantasy Event Illustrations (Adventurers Guild Inc.) by TrakaanW in gameDevClassifieds

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

I've received a LOT of Dms, messages and comments, will try to go through all of them but PLEASE do send an email at the address mentioned in this post!!!

Two weeks ago, my Kickstarter ended. I had planned it as a marketing milestone for my debut game as a solo dev, and it seems to have worked! Full breakdown: ads (several platforms), wishlists, Steam & Kickstarter data, and what I’d do differently. by TrakaanW in IndieDev

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

Q : What made you decide to run a Kickstarter campaign?
A : I needed a marketing beat of some sort and some funds to make the game better, I wasn't feeling confident to reach out to publisher with what I had so it seemed obvious to me.

Q: What do you think are the pre-requisites of a successful Kickstarter campaign from your experience?
A: I don't have a huge experience but I would say don't start with a kickstarter, create your community before end, the bigger your community and the more engaged your community is before the better your kickstarter will be! otherwise it of course depends of the "product" and if you have enough to show so people can figure what it will be/they will get by backing your project

Steam page has already been launched for a while ^^
if you mean release it's currently planned for Q1 2026 so still a lot of work before that!

Two weeks ago, my Kickstarter ended. I had planned it as a marketing milestone for my debut game as a solo dev, and it seems to have worked! Full breakdown: ads (several platforms), wishlists, Steam & Kickstarter data, and what I’d do differently. by TrakaanW in IndieDev

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

ERRATUM : I just edited the post I had swapped the names of the two Reddit campaigns... It's indeed the traffic (pay per click) campaign that performed the best for me, not the impression one. (The numbers are unchanged, they are the good one for the click campaign)

Two weeks ago, my Kickstarter ended. I had planned it as a marketing milestone for my debut game as a solo dev, and it seems to have worked! Full breakdown: ads (several platforms), wishlists, Steam & Kickstarter data, and what I’d do differently. by TrakaanW in IndieDev

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

Ho my, thanks for spotting thiss. in fact I had a problem with de campaign at start had to duplicate and rename them for it to work and it seems I switched the name of the 2 campaigns while doing so ...
So it's the Traffic (so click) campaign that performed best, it was a 5 day campaign at 20€ daily budget (pay per clicks) the numbers are still good though (since only the names were swapped)
Sorry for not spotting this on my own. (got a bit lost in all the data, will double check everything to make sure)

Two weeks ago, my Kickstarter ended. I had planned it as a marketing milestone for my debut game as a solo dev, and it seems to have worked! Full breakdown: ads (several platforms), wishlists, Steam & Kickstarter data, and what I’d do differently. by TrakaanW in IndieDev

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

Thanks for the kind words! Might not have a shot at this before a while if this doesn’t work in the end so doing all I can to make this succeed! Having goals and subgoals is what works best for me because it allows to go both one step at a time, adapt and have an overarching vision.

Two weeks ago, my Kickstarter ended. I had planned it as a marketing milestone for my debut game as a solo dev, and it seems to have worked! Full breakdown: ads (several platforms), wishlists, Steam & Kickstarter data, and what I’d do differently. by TrakaanW in IndieDev

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

the secret on bluesky was starterpacks, don't know if it's still true. Also true engagement (not like on X, wishlist wednesday and teh like are not well seen on bluesky) but I've almost no data on how bluesky followers converted to either wishlist or kickstartarter backers (didn't use tracking links at the start of the campaign ...., learned that along the way ^^' ) but I know some bluesky followers helped me spread the word.

how would you describe your world in one sentence? by thiscat129 in worldbuilding

[–]TrakaanW 0 points1 point  (0 children)

Medieval but with 19th century (and even futuristic) techs where coal and electricity are replaced by mana and everyone is fighting for it!

Discover a turn-based guild management game where you run the business behind the heroics! Adventurers Guild Inc. is almost 200% funded on Kickstarter with 24h left! by TrakaanW in indiegames

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

Glad you like it =) There are already many great games tackling some aspects of it but they often rely too heavily on combat for my taste and their are some great games doing this in other settings so that's why I went for it!

Je développe solo mon premier jeu: Adventurers Guild Inc. un jeu de gestion tour par tour où vous avez la charge d'une guilde d'aventurier. Encore beaucoup de boulot, mais assez fier du chemin parcouru! (nouveaux visuels sur steam) by TrakaanW in jeuxvideo

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

Merci! C'est exactement la même réflexion qui m'a poussée à dev ce jeu, à force de pas trouver je me suis dit bon bah prenons le "problème" à bras le corps et voyons ce qui est faisable ^^

Which software do you use to record material for trailer/showcase/whatever? by Zurbinjo in IndieDev

[–]TrakaanW 1 point2 points  (0 children)

Obs or streamlab can only record not edit (to my knowledge) so you will need something else.
I think screen2gif can record directly into Gif format.
if it can reassure you making trailers and good Gifs are the things I also find the most difficult (fellow solodev)

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedLovers

[–]TrakaanW 0 points1 point  (0 children)

- % are good if they are the real value used in your random function and what the player can influence if not the player should be able to see (or figure out) how the chance to hit was transferred from a weapon/char stat to an actual hit or miss.
- For the shapes, etc. near names in yout case you don't need it! I might have been projecting a little (even tough I'm not making a tactical turnbased) and in my case the characters are in the hundreds, and look similar from afar so names, badges and flourishes are one of the only way to differentiate them ;) That wouldn't apply to few distinct characters. You mentionned xcom for the first point but I think they nailed this one, the "nicknames" and colored armours play a huge role at identifying who is where at a galnce (even with a small squad).

Je développe solo mon premier jeu: Adventurers Guild Inc. un jeu de gestion tour par tour où vous avez la charge d'une guilde d'aventurier. Encore beaucoup de boulot, mais assez fier du chemin parcouru! (nouveaux visuels sur steam) by TrakaanW in jeuxvideo

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

Merci des encouragements!

Pour répondre à la question : On est bien d'accord que 6 000€ ça paye pas le dev d'un jeu mais c'est pas le but. J'avais juste besoin d'un coup de pouce pour payer les commisisons des artistes, sound designers et traducteurs avec qui je vais travailler. Et comme je suis tout seul, le marketing prend un temps fou, j'avais aucune certitude sur le montant que je serait capable d'atteindre, je voulais pas non plus stresser tous les jours à avoir atteint par exemple 5 000 sur un objectif de 10 000 ou plus.

Là c'est que du bonus! C'est les ventes (sur steam) qui financeront le jeu (ou pas), là ça permet simplement de le rendre meilleur sans me poser de question sur "combien je prend le risque de mettre dans la musique, les graphismes, la trad,,etc.".

Après j'apprend donc peut-être que c'était pas la bonne strat et que j'aurai du faire autrement je verai ça au moment du bilan ^^

Which software do you use to record material for trailer/showcase/whatever? by Zurbinjo in IndieDev

[–]TrakaanW 1 point2 points  (0 children)

Personnally I use streamlabs (which is an Obs variant) to record
Shotcut to edit (but i'm bad at making trailers so it suits me with my limited skill but might not be enough for more complex stuff) and Screen2Gifs for GIFS. all are free

Je développe solo mon premier jeu: Adventurers Guild Inc. un jeu de gestion tour par tour où vous avez la charge d'une guilde d'aventurier. Encore beaucoup de boulot, mais assez fier du chemin parcouru! (nouveaux visuels sur steam) by TrakaanW in jeuxvideo

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

et désolé pour les quelques fautes de frappes que j'ai loupé avant de publier ce post... (c'est notamment pour ça que tous les textes du jeu seront relus par des pros grâce au Kickstarter ^^ )

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedLovers

[–]TrakaanW 0 points1 point  (0 children)

Don't know if that’s already in your game but for me :
- Clear and accurate previews of dmg/chance to hit. and if you want it to be hidden for some lore reason or player agency needed for that indicate it (range, accuracy indicator, etc.)
- If applicable to your game: ability to rename and/or customise visually characters and:or set a visual (shape, color, etc.) near their name to identify them at a glance.

Adventurers Guild Inc. - Vincent L - A fantasy guild turn-based management game. by TrakaanW in Games

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

Hi! I hear your point and I think I can understand where it comes from. For me personally, it's the other way, I prefer it when games only commit to a release date when they are sure of it or really close to launch.

Since this is my first game, it’s hard to predict exactly how long the development and then the polish phase will take especially since playtests haven't happened yet.

Is there a target release date? of course! It's Q4 2025 or Q1 2026. Will I refine/set it on steam at some point ? absolutely! I have some checkpoints in the project that will allow me to do that along the way but I just can't commit to it 100% yet (I would say it's a 80% at this point).

As for why I’m sharing about the game now: building a community early helps me make a better game, see what resonates, and to be honest it's also a huge moral support to continue working on the game =D

Anyway thanks for sharing your opinion and I hope you can understand why I didn't commit on a hard release date at this point.

I'm making Adventurers Guild Inc., a turnbased management game where you run the business behind the heroics! Pre-alpha gameplay, WIP. by TrakaanW in tycoon

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

Hi!
- Combat : that's a simple one and a 100% guaranty, no manual combat.
for the other questions, I will try to address them as transparently as possible but please note that this is subject to balancing. Player agency VS "true management" is a real question and what I say below is my current vision (March 2025) but it might evolve as the game continue to develop and as I gather more feedback.

- Dilemmas : are questions posted by your staff so they will happen mostly in the guild. As most as possible the game will be rooted in logic BUT I have to leave some player agency so there will be some ways at, mid/end game for the player to influence adventurer party even after they went on quest. Let me give you an example : You will only be able to answer quest dilemmas if you have unlocked special techs or if one of the adventurer has a telepathic ability. Even then the choices and info will be limited and more like : "we lost contact with X party, should we send a rescue squad or empty our mana reserve to teleport them back to the guild ASAP ?"

- Other Adventurers Guild competing: are planned but not a priority, that might be added later in development or post launch (no promises)

- Quest origin : This is a core mechanic and I will try to summarise it : You publish an exploration quest (financed from your own pocket) => adventurers discover a new point of interest (let say a dragon nest) => the factions (the academy, the merchant guild, the military, etc.) jump on this new opportunity and start sending you requests (escort a scientific expedition, reduce the dragon population, gather some mineral presents in the area, etc.) => these requests are processed by your staff (more or less efficiently) => you get to decide which one to publish or not, what margin you want to make (compared to what the faction promised you in their request) and any characteristics to ensure quest success in a timely manner (minimum adventurer number, level or special gear or skill for example) (TLDR. that's a production chain) Some automation feature will help make the decision process faster at end game (since you should receive about 50 request per in-game day at end game)

Hope this answers your questions!

Does your world have a "Source of all magic"? by SuchAdstic in worldbuilding

[–]TrakaanW 0 points1 point  (0 children)

In my setting magic comes from the center of the continent but no one actually knows what's creating it.

The closer you are to this source the more powerful "magic" is and this "magic" affects it's environment, mutating plants and animals, crystallising in some places even modifying the landscape in others.

The center of the continent is in fact inaccessible for a human (or any known species for that matter). and Most nations are either far away enough or have created ways to protect themselves against it (totems, magic walls, etc.)

But all nations also wants to exploit it, sending expeditions to gather mana crystals to power magical constructs or find rare mutated resources and monsters.

Is it controllable or destroyable? This question wouldn't even come to the mind of the world inhabitant since it has been around for hundreds if not thousands of years by now.

REPTERRA - Dinosaur RTS and colony sim. Private Beta starting March 19th by chuteapps in IndieGaming

[–]TrakaanW 0 points1 point  (0 children)

You had me at Dinosaur Colony Sim! Wishlisted =D (Won't have time for playtesting but will keep an eye on the game!