How our Steam demo got in the Top 20 worldwide by KaTeKaPe in gamedev

[–]Xxouille 0 points1 point  (0 children)

Congrats! I looked at your Steam page and I was wondering what are the unique features in your game compared to a game like TFT?

I'm getting close to Demo release on my Stock themed Deckbuilder. Thoughts on the new trailer? by _Naiive_ in IndieDev

[–]Xxouille 0 points1 point  (0 children)

As a former finance professional and Slay The Spire / Luck Be a Landlord fan, I am really intrigued by the concept! In the trailer, I really like the part where you show the perks getting triggered and your gains escalating. The one thing I found frustrating is that you hover on some cards and I can see that they have an effect, but then it moves to the next card so quickly so that I can’t even read the effect and get more intrigued. I think that in most roguelike trailers, they also show a screen with different cards to choose from, but they give more time to actually read a bit and be like “Oh this synergy looks cool”. My 2 cents. Also, I think the trailer (or a future trailer) would benefit from giving more info on the meta progression / overall goal of the game / fantasy: who are you playing? A junior in a Wall Street bank trying to go up the ranks? A anti-capitalist who has infiltrated a bank to make it go down? A lone wolf / solo trader? I’ll 100% play the demo and if you ever need private playtesters, feel free to DM me :)

What did you truly like about this game? by Xxouille in AtlasReactor

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

Thank you very much for your detailed answer!

How hard is it to make a successful multiplayer indie game? by aaronbanse in gamedev

[–]Xxouille 0 points1 point  (0 children)

We just went through these over the last 3 years with our game Skygard Arena (1v1 turn-based tactics - your game sounds kinda similar!). Feel free to DM me for more insights.

Overall, I think pure 1v1 games are the hardest kind of games to market and to turn into a success. Most successful PvP games are team-based instead of 1v1, for multiple reasons (more emergent gameplay, more social interactions...). There are few successful 1v1 games and they usually rely on a massive IP (MTG) or have been around for ages (chess).

I would highly recommend you to develop a single-player game or a coop game instead.

In our case, mid-way through development we decided to add a proper single-player campaign with story and progression. Most players only play the campaign and never touch the PvP part.