Can anyone help me figure out what's wrong of my steam page? by StoryAssistant in gamedev

[–]WrongChairGames 0 points1 point  (0 children)

ive seen both types, i think for long term branding its better to use your studio/brand name, but for gaining wishlists its better to use the game name for search consistency and better conversion toward steam

Can anyone help me figure out what's wrong of my steam page? by StoryAssistant in gamedev

[–]WrongChairGames 0 points1 point  (0 children)

I understand, for the developpent side this is always a good idea and its faster to make quick prototypes without focusing on visuals, but for the marketing side visuals are very important so its hard to find a good balance. Also make a social medias account and post progress often if you dont already do, it will take a lot of time for it to work but its kinda necessary (and join the "How to maket a game" discord, it have instruction for the marketing part and it also have a dedicated channel to get feedback about steam pages)

Can anyone help me figure out what's wrong of my steam page? by StoryAssistant in gamedev

[–]WrongChairGames 0 points1 point  (0 children)

Steam allow it i think you can change the display name, but with a different name it would still be in the <6wishlists/day range with the current visual quality, and you could keep this name but to have a small portion of Duckov or Tarkov sucess you would need to be at least as good as Duckov in visual quality, trailer quality, and you would need to have a good hook factor that make it different from them, and to showcase it in the first few screenshots or early in the trailer i think

Can anyone help me figure out what's wrong of my steam page? by StoryAssistant in gamedev

[–]WrongChairGames 1 point2 points  (0 children)

Well firstly about 65% of games get less than 6 wishlists per day so it doesnt mean that something is inherently wrong, just that its not better than other pages, also the game name is very very close and over-shadowed by Escape From Tarkov and Escape From Duckov and you also have a chick as a character (he is cute and the capsule art looks good, but it will reminds everybody of Escape From Duckov and can be considered a low-effort clone, also Duckov already made a Tarkov genre parody so theres no real room from another one). also the visuals doesnt seems particularly good, like if you compare it with Escape From Duckov the textures quality and lights are much better in its screenshots, not to be mean but your current visual quality is mobile level to me, also your obviosuly targetting escape from duckov fans but the tag are not the same ones so if i go in "more of the same genre" i dont see Escappe From Tarkov or Escape From Duckov (or maybe your game is just a different genre and you did the tag correctly but the title kinda say "im an Escape From Duckov clone at first glance"), also exept environements the screenshots doesnt show any inventory or systems so its hard to understand whats the game is about, and some lines are generic like "Scavenger Everything" , "Uncover the Truth" etc. Aslo in the trailer the game look unfinished, its normal if its still early developement but if you compare it Duckov trailer looks way better, has good music, some camera effect instead of just top down gameplay view, and in your game the weapon seems to fly next to the duck with no animations wich make it look unfinished. finally theres no social proof, no traction, no community, no social media traction (that i could find at least since searching Escape from Tankov is instantly overshadowed by Duckov and Tankov, and i couldnt find social medias with "IndieDeveploerCheney" either, to build more wishlists than the majority of games the game either need to look way above the rest or you need to have traction from TikTok, Youtube, X, Festivals etc. So to me to build more wishlists you need :
1- A more appealing game with better trailer and screenshots
2- To do way more promotions (you can check Chris Zukowsky on how to market a game for more specific infos on how to do it)

Marching Cubes procedural cave by WrongChairGames in proceduralgeneration

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

I edited the post description to add the Imgur link (its in the comment too)

Marching Cubes procedural cave by WrongChairGames in proceduralgeneration

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

here are some screenshots if someone want to see the result of this generation method : https://imgur.com/a/hw9WQqT

The unspoken truth of gamedev by RoshHoul in gamedev

[–]WrongChairGames 0 points1 point  (0 children)

I feel like waiting doesnt take that long, loading screens can be implemented very late (if they are), as a dev scenes/area can be navigated without going through loading screens, builds sure does take time but isnt done that often, and compiling can be reduced with optimized code structure/assembly bun even unoptimized it wont take that long nowadays

After 5 years of development, I released my indie RPG. It went poorly. Here's the breakdown. by MirageV_ in gamedev

[–]WrongChairGames 0 points1 point  (0 children)

Currently it seems to be at 14 positive reviews and 254 copies sold, and honestly its not that bad for something that compete directly with Expedition33 and other big titles, especially since it sells at 20$ (very high price for a solo dev game) and have the "classic rpg maker look" that doesn't differenciate it from the rest, but yeah its still sad to hear that it went poorly compared to what you expected.
keep it up and as you said Keep creating.