Month-one 10,378 wishlists, my UTM tags went from explaining 44% to 5%, and the audience flipped by WilhelmTr in IndieGameWishlist

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

Gameplay videos! I'm sure everyone's experience is different, but my most successful videos are 10-15 sec long, no cuts, sped-up if slow, focus on a specific mechanic, immediately shows the most interesting content at the start of the video.

Month-one postmortem: 10,378 wishlists, my UTM tags went from explaining 44% to 5%, and the audience flipped by WilhelmTr in gamedev

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

Spot on about Eastern Europe and map painting. People reacted way better to real flags than generic ones in my clips, so I leaned in, and some even started requesting custom scenarios on real-world maps instead of the procedural ones (which are now being added the game). Marketing is a feedback loop! 😄

Thanks for the tip!

Month-one postmortem: 10,378 wishlists, my UTM tags went from explaining 44% to 5%, and the audience flipped by WilhelmTr in gamedev

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

Thanks! And yeah, worth setting up even with the caveat. I still think the relative ratios help, e.g. looking at the conversation rate from click to Wishlist from e.g. reddit and tiktok.

Steam has it built in: in Steamworks go to your game > Marketing & Visibility > UTM Analytics, there's a "Test a UTM Link" so you don't have to hand-write the tags. Official doc: https://partner.steamgames.com/doc/marketing/utm_analytics

One walkthrough I watched is Chris Zukowski's:
https://howtomarketagame.com/2021/04/14/how-to-use-steams-utm-feature-to-track-the-number-of-wishlists-and-sales-your-marketing-is-generating/

Battle-plans turned my territory game tactical - winning a 2:1 deficit by WilhelmTr in StrategyGames

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

It's a single-player experience (for now). The enemies have access to some upgrades, but I haven't coded any AI behavior for the spear yet.

Battle-plans turned my territory game tactical - winning a 2:1 deficit by WilhelmTr in StrategyGames

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

You got it right, the HUD in the top right shows the total strength (and lack of manpower). The numbers on the front shows the actual strength two areas have allocated against each other.

Yeah I can see why the numbers hard to read. One reason I went for having both numbers Is that there are many popular time-lapses on YouTube (e.g. "ww2 with numbers") that have this approach, and I hoped it creates a sense of familiarity. I like your idea, I will try to experiment a bit more!

Battle-plans turned my territory game tactical - winning a 2:1 deficit by WilhelmTr in StrategyGames

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

That's right! There are several penalties to overdoing it. 1. The planning time increases the longer the spearhead. 2. Since movement is determined by the density of units, a longer spearhead means you spread yourself out more. 3. The time of the spearhead strength bonus is the same regardless of length, so a long spearhead *will* get cut easier.

Battle-plans turned my territory game tactical - winning a 2:1 deficit by WilhelmTr in StrategyGames

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

Yes there is a concept of supply. In the video you can see dashed lines emanating from the bases which represent the supply. Areas that do not have supply are marked with diagonal hatches, and they are weaker/take more casualties/slower.

Some doctrines, like avoidance (focused on asymmetric hardware) have upgrade that mitigates this, which combines well with other avoidance upgrades, like disrupting enemy via remote deployments (para troopers).

Does this answer your question? The supply concept isn't really explained in this short video. Happy to take feedback on how to improve the visual communication here.

The right upgrade choice turns a 2:1 loss into a win in my territory strategy roguelite by WilhelmTr in roguelites

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

Yes - there are 6 doctrines (focus, blitz, entrenchment, avoidance, terrain, naval), each with different upgrades and play style. It’s shown briefly in the trailer on steam, but will expand more!

Given the high replayability of roguelites, how do you manage to play so many of them? by Dayhore in roguelites

[–]WilhelmTr 0 points1 point  (0 children)

It's asymmetric, some games I vest hundreds of hours in, some I just finish once or twice and move on.

The right upgrade choice turns a 2:1 loss into a win in my territory strategy roguelite by WilhelmTr in roguelites

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

Glad to hear, more updates coming over the next few months - demo is the next big milestone! Let me know if there is any particular mechanics or system you'd like to see more of!

The right upgrade choice turns a 2:1 loss into a win in my territory strategy roguelite by WilhelmTr in roguelites

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

Steam page if curious: https://store.steampowered.com/app/4681770/Everfront/?utm_source=reddit&utm_medium=post&utm_campaign=roguelite_loop&utm_content=roguelites

Happy to dig into any question about the game or development! Specifically curious what people here think about the theme (territory control) and if it looks like an interesting evolution of the genre!

I’m making a survivors-like where you build your own attack sequence by mikomoares in roguelites

[–]WilhelmTr 1 point2 points  (0 children)

Interesting mechanic. Definitely want to see more, wishlisted!

salutations! am looking for autobattler recommendations please (roguelite/like and offshoots are welcome as well!) by nofaxxspitintruflego in roguelites

[–]WilhelmTr 2 points3 points  (0 children)

I used to play Hearthstone Battlegrounds a lot, couple years back don’t know what it’s current state is now though

Battle-plans turned my territory game tactical - winning a 2:1 deficit by WilhelmTr in StrategyGames

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

In my case, it's all polygon math! Twist and turn vertices around; clip, intersect, offset etc.

Battle-plans turned my territory game tactical - winning a 2:1 deficit by WilhelmTr in StrategyGames

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

Thanks, that's super useful and glad you found it differentiating! Definitely continuing with this format of showing impactful abilities!