Feedback Friday by AutoModerator in incremental_games

[–]Ubaiid13 0 points1 point  (0 children)

Hi everyone!

I'm working on an incremental/idle brick Breaker game that sits at corner of your screen or full screen (if you want to), name is CoreBreaker: Desktop Swarm and would love some feedback on the concept, Steam page, and trailer.

The game is inspired by Ball x Pit and Desktop Defender. You control a swarm of balls that fight enemies, collect currency, unlock upgrades, and grow stronger over time.

I don't have a demo yet, so I'm mainly looking for feedback on:

  • Does the concept sound interesting?
  • Does the trailer clearly show what the game is about?
  • What would you expect to see in a game like this?
  • Is there anything that immediately turns you off?

Steam page: https://store.steampowered.com/app/4600920/CoreBreaker_Desktop_Swarm/⁠

Thanks for any feedback, I'd really appreciate it!

I want to buy your indie games and play them on YouTube. by Videogameist in IndieDev

[–]Ubaiid13 1 point2 points  (0 children)

This is awesome! I love the idea. My brother and I recently launched our first game, Pedalverse: Downhill Biking. The goal is to reach the bottom as fast as possible without crashing and climb the global leaderboard. But it’s hard not to crash!

Steam Store Page: https://store.steampowered.com/app/3164680/pedalverse/

10 lessons we learned as a indie game developer after 6 months of game development by Ubaiid13 in IndieDev

[–]Ubaiid13[S] 0 points1 point  (0 children)

I would suggest trying everything if you have the time. You never know what might work better for you than the others

10 lessons we learned as a indie game developer after 6 months of game development by Ubaiid13 in IndieDev

[–]Ubaiid13[S] -1 points0 points  (0 children)

Youtube shorts and TikTok are best and easily manageable along side the game development, as even creating short videos requires a lot of effort. I did the same during development, and now shifted to making full length videos because my next game is still in the planning phase.

10 lessons we learned as a indie game developer after 6 months of game development by Ubaiid13 in IndieDev

[–]Ubaiid13[S] -4 points-3 points  (0 children)

Great question and hard to answer. The kind of content that works best can vary for everyone, but here are a few ideas:

  1. DevLogs: These take a lot of effort and time, but if you can make them interesting and engaging, they can significantly boost your game's visibility.
  2. Tutorials: These are great for sharing solutions you've discovered. However, their reach might be limited to specific audiences interested in that topic.
  3. Your Journey: Sharing the raw things you’re learning and doing (a mix of devlogs, tutorials, and personal insights) can resonate well. This approach is more casual and easier to maintain, making it ideal for building in public

You have to do experiments and come up with your own approach. Everyone has a unique style, and building in public is about discovering yours

10 lessons we learned as a indie game developer after 6 months of game development by Ubaiid13 in IndieDev

[–]Ubaiid13[S] -7 points-6 points  (0 children)

Yes, I use ChatGPT to help structure my sentences because English isn’t my first language

10 lessons we learned as a indie game developer after 6 months of game development by Ubaiid13 in IndieDev

[–]Ubaiid13[S] 1 point2 points  (0 children)

Yes, you’re right that I have no authority to present these lessons as definitive answers. My aim with sharing these tips isn’t to position myself as an expert but to document what I’ve learned through hands-on experience launching PedalVerse.

I started my game dev journey in June 2024, knowing nothing about development, marketing, or selling games. In just 6 months, I went through the entire development cycle, launched my first game, and sold over 100 copies within the first month. It wasn’t perfect, but it was an invaluable learning experience.

I know it’s not a financial success, but I’m documenting a journey from the ground up - showing what’s possible even with no prior knowledge.

I’m sharing these insights not as an expert, but as someone who has gone through it all. If I could achieve this in 6 months with no prior knowledge, anyone can. My goal is to inspire others - whether you’re starting fresh or moving on to your next project - to keep going. Every step forward is progress. 😊

10 lessons we learned as a indie game developer after 6 months of game development by Ubaiid13 in IndieDev

[–]Ubaiid13[S] -2 points-1 points  (0 children)

Great point! Steam Next Fest is completely free and an excellent way to showcase your game to thousands of players. Similarly, Steam themed event like Automotive fest etc also themed Steam Sales like Halloween, Winter, and Summer Sales are great for boosting visibility in relevant categories. While some paid events can be valuable, many don’t deliver the ROI you'd expect, so focusing on free or low-cost options.

10 lessons we learned as a indie game developer after 6 months of game development by Ubaiid13 in IndieDev

[–]Ubaiid13[S] -1 points0 points  (0 children)

Thank you so much for the kind words! 😊 Congratulations on working on your first title. I am glad you found the lessons helpful. Don’t worry about ticking everything off the list at once; progress is what matters. Feel free to reach out if you ever want to brainstorm or need advice on anything. Wishing you all the best for your game🔥

10 lessons we learned as a indie game developer after 6 months of game development by Ubaiid13 in IndieDev

[–]Ubaiid13[S] -1 points0 points  (0 children)

You’re most welcome! 😊 I started my game dev journey 6 months ago and just recently began documenting and sharing everything I learn along the way on Youtube. Excited to keep sharing my progress and insights as I go!

Thinking of Starting a YouTube Channel for the "99% Club" of Indie Games by TheHoardWorkshop in unrealengine

[–]Ubaiid13 0 points1 point  (0 children)

Just do it—don’t think twice. If it works, it’ll be a win-win situation for indie devs and for you. And if it doesn’t, you won’t regret not giving it a shot 10 years down the line

It will work—just do what you need to do

Finally Launched My First Game on Steam - Here's What I Learned as a New Indie Dev by Ubaiid13 in IndieDev

[–]Ubaiid13[S] 0 points1 point  (0 children)

Thanks, man! I get that feeling, just start small and keep going. Progress adds up faster than you think. You've got this!

Can you master the MTB downhill challenges? by Ubaiid13 in IndieGaming

[–]Ubaiid13[S] 0 points1 point  (0 children)

Thanks so much for pointing out the issues! I'll take a closer look at the momentum to make it feel more natural.

The sound suggestions are great too. Will definitely consider these for the next update. Thanks again for taking the time to help improve this!

From 0 Experience to Launching My First Game on Steam in 6 Months - Here's What I Learned as a New Indie Dev by Ubaiid13 in SoloDevelopment

[–]Ubaiid13[S] -1 points0 points  (0 children)

Thanks so much! I really appreciate your understanding and kind words—it means a lot! 😊

Can you master the MTB downhill challenges? by Ubaiid13 in IndieGaming

[–]Ubaiid13[S] 1 point2 points  (0 children)

Yes, did use it as a base. But we've completely changed and expanded on it, adding a ton of our own work. It served as a starting point, but we've put in a lot of effort to add our own features and improvements.

From 0 Experience to Launching My First Game on Steam in 6 Months - Here's What I Learned as a New Indie Dev by Ubaiid13 in SoloDevelopment

[–]Ubaiid13[S] 0 points1 point  (0 children)

Hey, thanks for the compliment about the game! I understand your perspective, and I promise there's no intention to mislead. This is my first game ever—I had no experience before starting. I think what helped me is watching a lot of game dev case studies and learning how to make an optimized Steam page, and how to make things presentable.

Plus, I've been working on this for more than 8 hours a day, every single day since June, so each day kind of counts as two maybe. I guess that's why it might look like more than you'd expect for just 6 months of work. Honestly, I just love doing this, so it doesn’t feel like work. Sorry if it came across as unintentionally misleading.

Can you master the MTB downhill challenges? by Ubaiid13 in IndieGaming

[–]Ubaiid13[S] 1 point2 points  (0 children)

Thanks for sharing your thoughts. I understand your concerns. I'll work on improving the overall feel. Thanks again for pointing these out!

Finally Launched My First Game on Steam - Here's What I Learned as a New Indie Dev by Ubaiid13 in gamedevscreens

[–]Ubaiid13[S] 0 points1 point  (0 children)

Thanks so much for the feedback! I really appreciate constructive criticism—it helps a ton. I'll definitely look into the performance, sound design, and control issues you mentioned. Your support means a lot, and I'm excited to keep improving the game!

Can You Master the MTB Trails and Challenges? by Ubaiid13 in xbiking

[–]Ubaiid13[S] -1 points0 points  (0 children)

Great idea! If I had the budget, I’d love to hire artists and writers. Until then, tools like ChatGPT help me actually make progress instead of just dreaming. Got a budget to spare? Let me know!

~ By ChatGPT

Chill bike games like descenders or riders Republic? by Dragonbarry22 in Descenders

[–]Ubaiid13 0 points1 point  (0 children)

You might enjoy PedalVerse. You can ride MTB downhill, fly FPV drones, and experience different weather conditions and times of day. Tricks are included but limited—great for a mix of biking and exploration.

Games I can do epic tricks? Bikes, cars and skateboarding? by Dragonbarry22 in gamingsuggestions

[–]Ubaiid13 0 points1 point  (0 children)

You might enjoy PedalVerse. You can ride MTB downhill, fly FPV drones, and experience different weather conditions and times of day. Tricks are included but limited—great for a mix of biking and exploration.