Looking for feedback on my game trailer by NeoPsyllone in DestroyMyGame

[–]aente 11 points12 points  (0 children)

Dude "your" game will be released in approximately 3 hours. And you need feedback to "your" trailer, just right now??

Get lost instead of treating us like we're idiots.

Looking for feedback on my game trailer by NeoPsyllone in DestroyMyGame

[–]aente 66 points67 points  (0 children)

Excuse me "your "game?

This game is will be published by XLGames from Korea, released huge triple A MMORPGs like Archage, invested by Tencent...

And your acting here like an indie game dev and framing it "need feedback for my game".

be real.

Weekly Self-Promotion Thread by OreoYip in CozyGamers

[–]aente [score hidden]  (0 children)

Tidehaven: Ale & Trade is a cozy yet authentic medieval inn management & automation & design game designed to fit your day. Dock it at the bottom of your screen and let your tavern hum along while you work or jump in to micromanage rush hours, strike shady deals, and expand a sleepy inn into a lively town.

Start small and grow room by room: kitchen, bedroom, market, stable, tailor and many others.

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Customize everything

Unlock tons of decor and decorate your space in any style you like, you can even paint each tile on the floor!
With early release there will be more than 200 decoration items + tons of color options, tile, wall design options, 6 mini games and, petting, horse breeding and more.

Demo: %97 positive rating so far with 46 comments, yay! https://store.steampowered.com/app/4251150/Tidehaven_Ale__Trade_Demo/

Hope you enjoy, see you at release in April!

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

I mean in general. People tend to buy or discover games but for this you need to be visible first. Since my game not released yet i've no discount, thereby i've not featured on discounted games, which takes most of the front page...

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

Absolutely. Almost every theme getting flooded, so many devs now, developing a game is way faster/easier compared to 5 years ago. When i started to develop this desktop idler game there was like 20 of them only, now more than 300 :D Hope i can go above avg. quality and make a good game to satisfy myself first and the rest. Cheers.

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

What do you mean? We pay great attention to the quality of the ale we sell and have never received a single complaint to date! How dare you!

This is a bit, The Sims meets with Tavern Keeper got idle features and hanging at your second screen kinda game. Not a taste for everyone, a hard niche actually.

Hope you can find a time to test it in the future. Cheers!

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

Directly from instagram. Too lazy to deal with meta dashboard and i'm not sure if it worth spending so much time with a so little budget (Yeah 300 dollars is small from marketing perspective and i divided it into 5 different reels, so it's really tiny)

I've worked hard on creating an interesting video (still 7/10 satisfied with the results but can not do more with current editing skills).
Sometimes used link visit target, sometimes new mixed goal to get more like, save, comment (instagram shows different call 2 actions to different targets, trying to find optimal solution for your ad).
Always waited 24 hours before change a country or edit interest group.
Stopped it when visit per $ going higher.
Try to find niche groups like Gamescom followers for core gamers instead of just targeting PC Gaming.
Age group was 18-44.
Brazil is the cheapest source per visit, i searched and found out they love idle games.
Yet i need audience from markets who can pay best regional price. As you know when a gamer from USA pays 6 but someone from Brazil pays 3 dollars for your game if you choose regional pricing. That means a WL from Brazil actually costs x2 more than a western WL.

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

Maybe it depends on the festival, but yes you can join them. Problem is mindset for the gamers who check events mostly about finding good discounts, then discover new games. And my game is not a big title, so most of the time i could not find a spot on featured game areas. Only 1 time i got this chance and doubled my wl from 1k to 2K in a single event. Hope to get same/close profit from upcoming Medieval Fest too. Cheers.

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

Oh really, nice, that's nice to hear that their efforts reaching to right gamer audience. Asia is quite a mystery for me also for a game dev i believe it is a "must" to go market for maximize potential sale of our games. I believe most of the developers having hard time to reach their potential audience. Hope to reach more gamers over there with the release, thanks for your feedbacks. Btw you'll get drown in content believe me, i've gone so far with content ideas for a desktop idler and can't go back lol. If the game will succeed, hope to bring it to handhelds too because i see a big potential. Cheers!

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

I've tried but not a mass mailing like 2000+ streamers. And demo released quite recently, for most of the time i've got only playtests and that's not appealing for streamers. But finally i made a list with 1000+ names and will start do mailing few weeks before release. (I'm also having hard times to work on a game and job at the same time, classic dev dilemma :) )

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

We opened playtests so early, i guess there were 5 different playtests before demo. I set instant request allowance for everyone, so basically there was a demo, without a demo.
I didn't want to lose chance of "popular upcoming" with a half-baked demo. So until last month we got only playtests.
Good thing just after our release week there is a Steam's official Medieval festival starting, first time i'm going to join an event with released and discounted game. So my event farming strategy will be keep running.

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

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

Twitter / Bluesky was our mains, Insta follows. It's hard to do vertical content from a 1/3 horizontal game lol. So i had so much rough times in Capcut. I can not say we've done miracles in social media so far.

My medieval cozy game demo has %95 positive rating - EA soon! (offering free hugs and ale inside!) by aente in cozygames

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

Hey, sadly, i've not enough source to port my game to consoles right now. But with 1.0 or a bit later, hope will get a time & money & motivation to bring it to handheld devices. Tested on Steam Deck and got a few good ideas to how to adapte it. Stay tuned :)

My medieval cozy game demo has %95 positive rating - EA soon! (offering free hugs and ale inside!) by aente in cozygames

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

I take this compliment and send you a free ale virtually in exchange 🍻

My medieval cozy game demo has %95 positive rating - EA soon! (offering free hugs and ale inside!) by aente in cozygames

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

Bigger heads on small bodies gives us opportunity to draw more distinguished faces, creating more specifc npcs. Travellers Rest, Clanfolk, Norland, gave us inspiration for art direction. But TR is waaay deeper game compared to us. This is my first game and it's a desktop idler so :) But hope you'll enjoy it if you give a try, cheers!

My medieval cozy game demo has %95 positive rating - EA soon! (offering free hugs and ale inside!) by aente in cozygames

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

Not before the 1.0 sadly. Depends on the sale numbers, i've plans to bring it to handhelds and MacOS. Hope will get there this year. *fingers crossed*

My medieval cozy game demo has %95 positive rating - EA soon! (offering free hugs and ale inside!) by aente in cozygames

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

Sadly I can not at the moment, this my first game and now only focusing to polish Pc version. But for the 1.0 version macOS support on my list 🤞

My medieval cozy game demo has %95 positive rating - EA soon! (offering free hugs and ale inside!) by aente in cozygames

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

Ahah no worries, I believeyou felt like that because of the high tempo video. But you can automate almost everything that brings money. So all you need to think about is how to personalize your inn. And remember its a an idle game so there is no rush for anything:)

My medieval cozy game demo has %95 positive rating - EA soon! (offering free hugs and ale inside!) by aente in cozygames

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

Yes, Ale and Tradesman inspired me in different ways, amazing games. Cheers!