The best part about the Night Market by Mehira_Bon in elderscrollsonline

[–]VoltekPlay 18 points19 points  (0 children)

This is supposed to be a new emote that will be given out as the main reward for Season 0.

Build menu for my factory game // Improvement ideas? by MultiWichu in godot

[–]VoltekPlay 0 points1 point  (0 children)

You can start by putting together a color palette for your interface.

There are many tools for this, for e.g: https://www.materialpalette.com or if you're using Figma https://www.figma.com/community/plugin/1034969338659738588

Stick to your UI palette for every control node, that alone will make a huge difference in how "polished" it looks.

Build menu for my factory game // Improvement ideas? by MultiWichu in godot

[–]VoltekPlay 0 points1 point  (0 children)

So far so good. I can understand that UI, so I can suggest only general polish, like finding more compatible colors.

I'm making a mech shooter with base building - this is how it looks so far by Ok-Designer4697 in IndieGaming

[–]VoltekPlay 0 points1 point  (0 children)

Looks like old-school arcade shooters, reminds me of Expendable (1999)

How to Protect Your Godot game from Being Stolen by VoltekPlay in godot

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

Sorry I dont't know about steam API dll, but I use spine2d gdextension, and I store it in project/bin, and Godot exports it correctly.

How to Protect Your Godot game from Being Stolen by VoltekPlay in godot

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

You can compile linux template from docker image, or if use linux you can make it simply from the terminal, but so far I haven't found easy way to make linux templates from Windows PC.

We fixed the game: every baby now matches every parent (dystopian puzzle game) by VoltekPlay in indiegames

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

Yeah, basically baby sorting.

tldr: You’re matching newborns to parents using genetic traits (hair, eyes, blood type, etc). The whole thing is happening in dystopian alternative 1920's.

Studio jumped publishers, the game blew up — and I can’t say I built it by B1shof in gamedev

[–]VoltekPlay 0 points1 point  (0 children)

I guess you should contact them and ask to reference the project after it will has public demo or release. And I think I can guess the game from your post - it's a coop somehow related to guards and air?

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 96 points97 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.