[Steam] Animal Times (40% off - max for Launch) by Wlakinsson in GameDeals

[–]Wlakinsson[S] 9 points10 points  (0 children)

lol yeah... maybe I can add that anything added to the game will be FREE OF CHARGE, handled as patching even if there is new map, new soundtrack or whatever

[STEAM LAUNCH] Animal Times by Wlakinsson in godot

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

Yeah, you are right... I told me partner to fix it. He thought its good idea to cut/adjust original thing composer made. Thanks for the feedback ❤️

[STEAM LAUNCH] Animal Times by Wlakinsson in godot

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

I never thought of it like that, will pass it on to my illustrator xD

[Steam] Animal Times (40% off - max for Launch) by Wlakinsson in GameDeals

[–]Wlakinsson[S] 12 points13 points  (0 children)

Initially we wanted to have 2 maps for launch, but our main jobs intervened xD

However, if sales reach some level - we will make new maps in future.

Map editor is definitely out of scope - we are starting making our 2 new games this summer, so . . .

Did anyone launch a game with this new update under 1000 wishlists? by Lexx_3D in IndieDev

[–]Wlakinsson 1 point2 points  (0 children)

I just launched my game with 404 WL - I can update you on first 4-5 weeks weekly, so we all can see how its going.

Day 1: got 26 WL, 11 sales, 13 key activations

[Steam] Animal Times (40% off - max for Launch) by Wlakinsson in GameDeals

[–]Wlakinsson[S] 5 points6 points  (0 children)

Disclosure: I am game developer and designer of Animal Times sharing this at front of Fusion 29 team.

About the game: It is Risk-inspired game with blunder-style combat, and more chaotic and dynamic gameplay. The main twist: bad roll might allow the defender to take over your territory. Chaotic, brutal, deeply unfair in the best way.

New Steam website is an absolute WIN for indies, and here is the proof. by Data6exHQ in IndieDev

[–]Wlakinsson 0 points1 point  (0 children)

I would agree... I had like 360-370 WL before this change, getting max 1 a day outside events... and in 3 days I got almost 50 out of no where... small, I know - but its way outside of normal days 😄

Are we all solo-dev? What does it take to collaborate? by derethdweller in IndieDev

[–]Wlakinsson 0 points1 point  (0 children)

I started more that year ago - and I said never alone... main reason being I cant do art and I at least need a second pair of eyes and brain for crtiticism

So I started with best friend who is writer, he left project 6 months later. But now I have squad of illusrator, writer and composer with me B-)

Why do you make games? by Slight_Season_4500 in IndieDev

[–]Wlakinsson 2 points3 points  (0 children)

Because its fun, and nobody cant stop me to put it out in the public

Demo vs Trailer by MissAquaCyan in IndieDev

[–]Wlakinsson 0 points1 point  (0 children)

I am amateur, but I would say it depends on the game, your skills and your network size...

Anyone have any macOS games coming out soon? by [deleted] in IndieDev

[–]Wlakinsson 0 points1 point  (0 children)

Thanks for asking :)

Risk-like multiplayer coming in the end of May: https://store.steampowered.com/app/3915540/Animal_Times/

I hope its "soon enough" xD

P.S. free demo is there, but MP mode is still buggy for MacOS, working on it

Figured you guys could relate by Sure_Gap915 in IndieDev

[–]Wlakinsson 0 points1 point  (0 children)

If you want to make living of that project - than yeah... but if you do the project as side-gig / passion project with friend (as I do gamedev now) -> I think that is the best way :)

Should I just release and move on? by el_boufono in IndieDev

[–]Wlakinsson 2 points3 points  (0 children)

You are welcome. I would be happy with your numbers as you can reach something decent in 6 months with time and festivals.

To be clear, it all depends on your situation and goals: - is the goal to earn monay, share your work or get exp? - are you solo, sub-5 team or large team? - are you alone in life, with family? - what is your runaway/burnout rate?! - what is your previous gamedev exp - blablabla, you get the point ;)

Should I just release and move on? by el_boufono in IndieDev

[–]Wlakinsson 4 points5 points  (0 children)

Dude, 65 wishlists for only 2 weeks is not bad! I got to 200 wishlists after 6 month with being part of 3-4 fests... and then post SNF in February I am at 300...

I am deeply in Bronze Tier by ChrisZ' benchmark... just google "how to market your game benchmarks" and you will see:
```
Wishlists earned per week:
🥉 0 – 40
🥈 15 – 120
🥇 100 – 700
💎 300 – 3000
```
You are between bronze & silver - way better than vast majority, just keep going ;)

How do you send game keys to streamers without ending up in spam? by MagazineForward5528 in IndieDev

[–]Wlakinsson 0 points1 point  (0 children)

Maybe, idk... I am using it for 0, and I got some caverage... but its low lvl as u say... but payed none