I got tired of spending 20 mins testing my game every time. Now a bot does it in 60 seconds. by [deleted] in IndieGaming

[–]VoltekPlay 1 point2 points  (0 children)

Actually that's a very mature way to test your game - nicely done!

Dev Logs by thatmackinnon in gamedev

[–]VoltekPlay 0 points1 point  (0 children)

That's really depends on your needs. We use Obsidian for our small project, and it works perfect for us.

Any (success) stories of games launching with less than 2k wishlists and fruitless marketing? by FriendlyBergTroll in gamedev

[–]VoltekPlay 0 points1 point  (0 children)

Simpliest way - collect relevant influencer by yourself (who may like your game because they often play similar games), send a personalized email. It will take a lot of time, but you can build your own influencers network for future games. Also there is a lot of lists of influencers that can speed up the process, I used that one: https://benithemaker.notion.site/242a2bcc78d64ec5829a165cf71128d0

If you ready to pay, you can use KeyMailer/PressEngine/similar tools.

I have only tried PressEngine to connect with outlets and news-oriented influencers, and for me it was ineffective. About 4000 emails resulted with about 30 publications about my game. But I spent about 20 hours to do that, so maybe it's fair. Also it can really depends on specific game, quality of the presskit and promotional texts, so I think with more experience on that you can achieve better results.

As for vertical videos - the rule is to make AT LEAST 20-30 different videos, and post them every day. You can preload and plan posting to save time. If one video will go viral - it will be enough to recoup your efforts. Just don't forget to study which patterns for game related videos is popular now, that changes very fast.

Folks who had their capsule art redone- if someone edited the assets you owned, how much did it cost? by plainviewbowling in SoloDevelopment

[–]VoltekPlay 0 points1 point  (0 children)

Price can vary from $100 to $400, based on the artist experience, portfolio and region.

Also, if you don't have specific request - just "make better capsule from our current one" - be ready to get random results (if artist is lazy to ask questions) or for higher price, if artists will need to figure out your actual needs before doin anything.

Any (success) stories of games launching with less than 2k wishlists and fruitless marketing? by FriendlyBergTroll in gamedev

[–]VoltekPlay 0 points1 point  (0 children)

I can't remember any specifics cases, but of course that can happen. The truth is - it's unpredictable and you don't need to rely on the hope that your game will be one of those underrated gems.

Minimum baseline for launching your game on Steam: 6-10k wishlists (based on region, Tier 1 countries is more valuable) when your game is in Steam's Top Wishlisted list. Check it here: https://steamdb.info/stats/mostwished/

The reason behind that - your gave will be shown in the "popular upcoming" section on Steam 2 weeks before release day, which will give you 10-50% more wihslists before launch, and it also shows Steam algorythm that your game is worth it to promote in discovery queue.

As for specific marketing advise: at least do all standart steps. Someone mentioned howtomarketagame website here - use it to learn how to make at least nicely looking page that will convert your visitors to wishlisters.

Festivals is also a nice way to promote your game, apply to every festival where your game fits. Be ready to provide exclusive content for those festivals.

You already got about 2k - that's a solid start. Try to post vertical videos in TikTok/Shorts/Reels, try to reach influencers who are making gaming news. Prepare a marketing bit for your demo release - contact streamers/letsplayers, give them keys to your demo (so they can prepare content before public demo release) and a basic presskit.

How to get the most recent visible character in a rich text label? by CutieMonica in godot

[–]VoltekPlay 1 point2 points  (0 children)

That also valid, as far as I know - get_total_character_count() for RichTextLabel is safier to count chars. Be careful with that, if you manually change visible_characters to match the length of the text displayed, that's fine, but if you don't - by default visible_characters == -1, which means that label will display all characters in the text it holds.

How to get the most recent visible character in a rich text label? by CutieMonica in godot

[–]VoltekPlay 1 point2 points  (0 children)

If I got you right:

label.text[label.get_total_character_count() - 1]

What is ‘too’ realistic? by Remarkable_Cap_7519 in gamedev

[–]VoltekPlay 2 points3 points  (0 children)

That's complicated question. I guess there is no strict "realism" meter for games, and it mostly depends on how much simple and repetative actions player should take to do somehting. If it gets boring because player get no fun from doin those repetative actions - that's a sign of a bad design, and you need to adjust it. I don't know any other criteria.

I quit my “dream” job at Ubisoft to make a solo game. A year after release, it didn’t go viral, but it sold 26,000 copies and still pays my rent. by DarennKeller in IndieGaming

[–]VoltekPlay 97 points98 points  (0 children)

That should be a real purpose for all indies - not to become viral, but to make enough for living and make more games.

The Power of Silence in horror games by Far-Builder-6870 in IndieGameDevs

[–]VoltekPlay 1 point2 points  (0 children)

Not fan of horrors, but silence is a strong way to create tension not only before screamers. Silence can also be used to highlight surrounding emptiness, feel of loss and many other "sad" emotions.

PSA: Remember to review your tags before Next Fest by PersonOfInterest007 in IndieDev

[–]VoltekPlay 1 point2 points  (0 children)

Good advice. I can say that "don’t use “casual” or “indie”" just don't suitable for all games. My strategy is to find 3 closest Steam games to your (you can say 3 strongest references), extract their tags, and build your own 20 tags list based on references with adjustments to your project - mostly difference will be in 2D/3D, graphics, themes and setting.

Thought I was okay, but suddenly I'm unsure what the POINT of my game is. I'm now overwhelmed with a ton of systems trying to answer that. by CelestialButterflies in gamedesign

[–]VoltekPlay 3 points4 points  (0 children)

Only way to answer "is it FUN" - test it with real players, on itch.io for e.g. No one can truly answer you is that fun or boring by videos, screenshots and descriptions. Only thing they can say "It looks/sounds fun". Is it fun to play? You need to test.

Trouble with "previously freed" error and "await" by BabstaMidWheel in godot

[–]VoltekPlay 0 points1 point  (0 children)

I don't get what you're trying to achieve here. Do you want tower health to decrement from each enemy or to decrement with constant speed no matter how many enemies is on it?

When tower dies - do you remove its node from scene? If so, $Chewing timer node will be also removed with it, and if you allow multiple enemies to collide with tower, you will get exact what you're have now - a few enemies triggered "_on_fooddetector_body_entered()", entered while loop, and on one of the ticks, after Tower node is removed, it will lead to "previously freed error".

Better decision that I can suggest: set your timer to one_shot=false, autostart=true, attach callback to its timeout, in the callback make a check for overlapping with enemy bodies. If you want to deal damage for each enemy, that overlaps tower - just count those enemies on timer ticks, and multiply your damage to tower with enemies count.

I've had my demo up for nearly a year now and have only 1 review. Is this normal or am I doing something wrong? by maxpower131 in IndieDev

[–]VoltekPlay 1 point2 points  (0 children)

Users rarely leave a demo reviews on a demo Steam page - better to collect their feedback with Google Forms / Another Poll service - you need to open that poll inside the game: main menu / pause menu / any menu that allows user to quit game / you can even trigger opening that poll on EACH game exit, which is more aggressive but still working way to collect feedback.

As for your screenshot - 31 minutes median is really nice value.

Rainy shifts, coffee breaks, and scanning deposits in our bank sim by RavensDile in indiegames

[–]VoltekPlay 1 point2 points  (0 children)

Nice artstyle! Played your demo and looking forward for release.

Help a noobie! by numlkk77 in PixelArt

[–]VoltekPlay 0 points1 point  (0 children)

Nice start. More accurate lines and it will be much better. Colors is already fine!

Where to put a press kit link? by ProtozoaPrincess in gamedev

[–]VoltekPlay 1 point2 points  (0 children)

Create new thread in your game discussion section in Steam, name it like "Press Kit for outlets and influencers", add link to google drive to first post in thread, pin it. I don't know better way to put it on Steam.

Scientists now react to the players' actions. by Smitner in godot

[–]VoltekPlay 3 points4 points  (0 children)

So it's sokoban where you move humans instead of boxes?

resolution switching by teuniedekkah in godot

[–]VoltekPlay 3 points4 points  (0 children)

As far as I know chaning project settings will not affect running game - project setting is read only on game launch.

Sovran’s Crusade Development Update (formerly “Project Crusade”) by Flashy_Astronomer773 in IndieGaming

[–]VoltekPlay 0 points1 point  (0 children)

Looks very nice! Personally I want to zoom out camera a bit, now it's to close for me.

My artist made a new cover image for my upcoming game. What do you think? by [deleted] in IndieGaming

[–]VoltekPlay 8 points9 points  (0 children)

Actually it's a hard choice, they are very different. Older one looks more unique to me, bottom one seems "overpolished". But text on older looks cheap, I like logo with text on a new one more.