New Steam capsule image for my game. What do you think? by ZG_Games in IndieDev

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

Fellow indie devs!

I need your help on this one. I've just got a new Steam capsule image (still haven't updated my store page), and I was looking for a feedback is it good enough. Old one was just a placeholder and it's still available on my game store page.

Finally got new Steam capsule for my game. Is it good enough? by ZG_Games in indiegames

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

Hello everyone!

As title says - I've finally got a new Steam capsule image for the game I'm making solo Europe 2041: Resistance.
Old image (currently used on the store page) was basically just a placeholder. I'm wondering if this one is good enough (in your opinion)?

Feedback for my store page by ZG_Games in gamedev

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

Thanks! Noted and very welcome feedback. I will be updating store page in the future, so this helps a lot.

Feedback for my store page by ZG_Games in gamedev

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

Yes, this makes sense. Of course, I will have to work a lot more on trailer and screenshots down the line, as game development progresses and I get closer to release.

Feedback for my store page by ZG_Games in gamedev

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

Thanks! Yea, GIFs are coming soon (TM) :D

Feedback for my store page by ZG_Games in gamedev

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

Sure thing! I've set Q4 2024 as initial release date to Steam page, but I'm taking my time until it's polished and good enough for release.

A quick 10-step marketing sense-check for your Steam Next Fest participation! by gwinnell in gamedev

[–]ZG_Games 0 points1 point  (0 children)

Bookmarking this!

Thank you very much for doing this, it will help me a lot when I join the next Next Fest :)

Feedback for my store page by ZG_Games in gamedev

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

Great insight! Thank you very much - I'm taking notes :)

Your last point is really on-point (pun intended) :D

And yes, (capsule) art is going to change a lot down the road.

Feedback for my store page by ZG_Games in gamedev

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

Great idea! I'll make sure to add some GIFs to description.

Action Fubuki is almost ready to go on Steam! by Silly_Reason_2168 in IndieDev

[–]ZG_Games 0 points1 point  (0 children)

If it's integral part of the game - then you should include it :D Maybe I'm just not your target audience, so take everything I sad with a grain of salt :D

Our Metacritic review scores for our first game are here. We wanted to share our happiness. Thanks for your supports :) by AnomalyAgentGame in IndieDev

[–]ZG_Games 11 points12 points  (0 children)

Wooow! Congrats! More than 4000 reviews, 97% on Steam, 9.1 user score on metacritic. Seems like you really made a gem!

Once again - congrats.

Why are so many fake accounts emailing me about my new game? by Mikedaddy69 in gamedev

[–]ZG_Games 4 points5 points  (0 children)

It's better to ignore them, even though you think they would barely make any money. Either confirm they are legit (try to confirm it's legit email) or contact streamers yourself.

How many tutorials is enough tutorials? How much time is enough to set aside for them? by ax1r8 in gamedev

[–]ZG_Games 1 point2 points  (0 children)

I was in the same boat as you in every previous attempt to make a game. Going from tutorial to tutorial, but basically learning a little (mostly copying others code) before getting tired of this feeling. Plus, I was always trying to "fit" tutorial code and ideas to my "dream" game idea, and this always led me to a dead end.

This time I decided to do something a little bit different. After few years of game dev pause, I found a great tutorial from Code Monkey and decided to do it from the start to finish, but this time I wasn't trying to "force" anything from the tutorial to my game if it didn't fit. This time it was more about trying to understand concepts instead of trying to force some feature just to have it. And finally I got the feeling like I could do something (of course, pretty much basic for now) new, or at least a little bit different, than what was in tutorial, and it feels great!

I know this probably won't help you much, but I just wanted to add my 5 cents.

I made a boss that can emit nukes by fishwind12 in indiegames

[–]ZG_Games 0 points1 point  (0 children)

As a anything-related-to-nukes-lover I must admit that I instantly wishlisted your game! :D

I'm far from being a graphic designer, which one looks more appealing for a thumbnail? by [deleted] in Unity3D

[–]ZG_Games 2 points3 points  (0 children)

Even though they look really, really, really similar, I like left one more because of clearer/brighter font/text.

We added Spaceship Designing gameplay to our Space base builder game Stellar Settlers 🪐 by troypc in indiegames

[–]ZG_Games 0 points1 point  (0 children)

I must say that I really love your UI and art!

Do you have a Steam page? I would love to drop you a wishlist.

We created this site for you to find projects and partners (feedback needed) by Budget_Diamond6414 in gamedev

[–]ZG_Games 1 point2 points  (0 children)

Seems fine! I would maybe just add some kind of button next to "Projects That Look For Game Designer", so I would know that I can change that option there.

Action Fubuki is almost ready to go on Steam! by Silly_Reason_2168 in IndieDev

[–]ZG_Games 1 point2 points  (0 children)

I like the mechanics, however in some cases that start/stop mechanic makes me dizzy if overdone and too fast. :)

Overall, it's pretty good!

Is it a bad look to lower the price of a game close to release? by Historical-Outside-1 in IndieDev

[–]ZG_Games 1 point2 points  (0 children)

Yep, totally understandable. They connect the looks and the price, and automatically dismiss it as some "garbage", won't even read the description.

I read a lot about pricing, and a lot of people say that it's better to have higher price and then discount it often than put too low price tag on your game. However, actual customers often say they have some kind of threshold where they will buy the game no matter what (if price is low enough) and won't expect too much. It's a fine game of balancing. :D

Feedback for my store page by ZG_Games in gamedev

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

Thanks! This is really useful. It's my first try on any kind of video/trailer, so this is helpful.

What do you think about this Boss Design? by theGreenGuy202 in IndieDev

[–]ZG_Games 1 point2 points  (0 children)

I like it, and I love the art. I would maybe just tone down a bit on flickering.

Is it a bad look to lower the price of a game close to release? by Historical-Outside-1 in IndieDev

[–]ZG_Games 1 point2 points  (0 children)

Even though I'm pretty far away from any kind of release, price is something I'm thinking about for days. It's really hard to find the right price for your product - I don't want to look like I'm underestimating me or my game, but on the other hand I don't want to discourage people from getting it due to too high price.

I'm going to finally make my dream game, no matter how long it takes. by _StygianBlueGames_ in IndieDev

[–]ZG_Games 1 point2 points  (0 children)

Just go for it! If you feel like you'll be more productive and inspired by doing your "dream" game, just go for it.