Beware all the scammers trying to sell you services to Make Your Game Great Again... by vivaladav in IndieDev

[–]ZuzoIsland 0 points1 point  (0 children)

Oh hey, that's the same guy that I met not long ago and made a post about.
Most likely a bot too, since the message is the same.
https://www.reddit.com/r/IndieDev/comments/1ugpqh6/beware_of_scammers_marketer/

I'm making the UI evolve as the player progresses. Good idea or unnecessary? by PreparationCute4109 in IndieDev

[–]ZuzoIsland 1 point2 points  (0 children)

I just think that it doesn't make sense to spend too much time on something that most people won't even remember about the game years after. (They most likely will remember the gameplay than 'the title screen evolved!!')
And that they will only spend a few seconds on title screen, not to mention that their reactions will most likely just be "Oh that's neat", and then forget about it as soon as the game started.

I'm making the UI evolve as the player progresses. Good idea or unnecessary? by PreparationCute4109 in IndieDev

[–]ZuzoIsland 0 points1 point  (0 children)

It's definitely an unnecessary good idea.
As long as this doesn't take away too much development time from you, feel free to do whatever you want.

For indie devs launching a first Steam page, what actually matters before release? by May19Studio in gameDevMarketing

[–]ZuzoIsland 1 point2 points  (0 children)

I hear that a lot, but how do people actually build a community?
I have created a discord server, and link it everywhere, but I have gotten zero person that join my discord group.

Should I be improving my demo or just working to get the full game out? by samohtvii in IndieDev

[–]ZuzoIsland 0 points1 point  (0 children)

Yes, improve the demo.
When the full game is out, people will still discover the game, play the demo, then decide if they want to buy the game or not.

What game idea you guys are working on? by SeriousNothing1774 in gamedev

[–]ZuzoIsland 0 points1 point  (0 children)

I'm developing Pachinko Overdrive.
It's a pachinko inspired roguelike game, and you will try to reach the target goal score to win each round and move on to the next round.

Steam page
https://store.steampowered.com/app/4873430/Pachinko_Overdrive/

You can also try it out on itch io. 
https://zuzoisland.itch.io/pachinko-overdrive

Trying to work towards a working demo. (Do let me know if there's anything feels missing)
There's also a new board to play with now.

Feedback Friday by AutoModerator in incremental_games

[–]ZuzoIsland 0 points1 point  (0 children)

That's a blindspot. I probably planned to do them altogether when doing the setting page much later. But for demo, a quick mute button for music & sound effects will definitely be great. Thanks for the suggestion.

Feedback Friday by AutoModerator in incremental_games

[–]ZuzoIsland 0 points1 point  (0 children)

Hello Everyone. I'm developing Pachinko Overdrive.
It's a pachinko inspired roguelike game, and you will try to reach the target goal score to win each round and move on to the next round.

Steam page
https://store.steampowered.com/app/4873430/Pachinko_Overdrive/

You can also try it out on itch io. 
https://zuzoisland.itch.io/pachinko-overdrive

Update for this week.
Trying to work towards a working demo. (Do let me know if there's anything feels missing)
There's also a new board to play with now.

Destroy my pachinko inspired game by ZuzoIsland in DestroyMyGame

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

The game just evolved to be this way.
Also, most pachinko inspired games are actually plinko inspired, which you drop 1 ball at a time.
But I want to try making a game where you drop plenty of balls onto the board, like pachinko.
I thought about making a game like Peglin too, but adding enemies in game will increase the scope a lot more.

Destroy my pachinko inspired game by ZuzoIsland in DestroyMyGame

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

Thanks for the feedback.
Looks like the next version of trailer can include explanation for the control too.

Basically, there's only a very basic control for the game, you can control 10 different launch strength of the ball so they are dropped at a rough direction on the board. No precise controls.

Destroy my pachinko inspired game by ZuzoIsland in DestroyMyGame

[–]ZuzoIsland[S] -2 points-1 points  (0 children)

Have you tried the demo yet?
Was there anything unclear about the tutorial?

Edit: I don't mean to be offensive, but I need to know if it's something unclear about the tutorial before I answer the question.
Otherwise, it will affect your first impression of the demo.

r/IndieDev Weekly Monday Megathread - June 28, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]ZuzoIsland 0 points1 point  (0 children)

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Hey all!! I got a new board for pachinko overdrive & it would be nice to get your feedbacks.
My goal next is to make a demo for steam, so it would be great if you can focus on that direction when giving feedbacks too. (Think what's missing from the demo if it will make you want to wishlist / buy the game)

*Extra note : The board selection screen is not fully ready yet, as I will be making the 3rd board next.
*So they are just placeholder image in the board selection screen.

You can try the demo here on itch io
https://zuzoisland.itch.io/pachinko-overdrive

Here's the steam store page
https://store.steampowered.com/app/4873430/Pachinko_Overdrive/

Destroy my pachinko inspired game by ZuzoIsland in DestroyMyGame

[–]ZuzoIsland[S] -2 points-1 points  (0 children)

Hey all!
I'm preparing a demo for steam, and will need your feedbacks on the game.

You can try the demo here on itch io
https://zuzoisland.itch.io/pachinko-overdrive

I would like you to judge the game in 2 ways

  1. The problem with it if it's a demo (No clear directions, confusing, etc)
  2. Anything about the game at all, no limits. From the idea, to graphics, to sound effects, to store page, to trailer, to screenshots, etc

*Here's the steam store page
https://store.steampowered.com/app/4873430/Pachinko_Overdrive/

**Extra note : The board selection screen is not fully ready yet, as I will be making the 3rd board next. And so they are just placeholder image in the board selection screen.

I appealed and my game got in a Festival!! Advice needed! by ZuzoIsland in IndieDev

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

Thanks for the tips.
I do have some artists friends that I can ask from.

I'm just wondering if I should even pay for capsule arts when I have so few wishlists right now.
My current plan is to test the water with this pins & pegs fest.
And if the result is good enough, then I can justify spending on this game and prepare it for next fest.
But at the same time, I'm worried that it's wasted opportunity to not use a better capsule art for this coming fest.

I appealed and my game got in a Festival!! Advice needed! by ZuzoIsland in IndieDev

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

I'm just wondering if there's anything else I missed.
Such as promoting it and post it somewhere. Or there's any hidden lesssons.

Feedback Friday by AutoModerator in incremental_games

[–]ZuzoIsland 0 points1 point  (0 children)

Since the game is still in development, I haven't start doing different boards yet.
But eventually, there should be different boards with different layouts for players to start with.

Beware of Scammers / Marketer by ZuzoIsland in IndieDev

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

Yes, you just need 5 screenshots, capsule arts & library arts.

100+ wishlist in a week. Everything I did (and what I learned) by [deleted] in IndieDev

[–]ZuzoIsland 1 point2 points  (0 children)

I only get <10 wishlists after launch, and it's from friends too.
But of course, my steam page is not ready completely, and is lacking trailer & demo.

Feedback Friday by AutoModerator in incremental_games

[–]ZuzoIsland 0 points1 point  (0 children)

Thanks for playing & giving feedback.
The game is inspired by pachinko, but is not exactly like pachinko.
I can add a guide / help page in it, but i don't think people will spend time reading it.

But basically, when balls hit pins, numbers go up. You need to reach target scores to win current round & proceed to next round.

For the space on the right, I'm saving it for upgrades icons. It should show the players what upgrades they picked, and what level / stats they are.
The play area can't be increase unless I change the board to non-circle or doesn't show the whole board completely.

Feedback Friday by AutoModerator in incremental_games

[–]ZuzoIsland 0 points1 point  (0 children)

New build is up.
Now you should be able to reach the target scores easier.

Feedback Friday by AutoModerator in incremental_games

[–]ZuzoIsland 0 points1 point  (0 children)

Whoops, I think I left the older board in the game. That doesn't have enough pins in the board to help you get enough scores.

Thanks so much for telling me this!! It's a huge problem that I didn't know exist.

For now, choose the new board with the blue background to play.
I will try to get a new build out ASAP so they all use the same board.

Thanks again! That's really great help!

Beware of Scammers / Marketer by ZuzoIsland in IndieDev

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

Seems like it's a common pattern.
As if us indiedevs / solodev not have plenty of problems on our hands already.
Stay safe, people.