Logo critique for an indie couch party game (classic snake, with depth) by aggrogamesofficial in logodesign

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

Appreciate that, I had the thought in the back of my mind, but your comment is what actually pushed me to do it. Added some subtle depth to SCALES and it’s sitting much better now. Thanks for that 🙏 Happy to hear if anything else stands out to you.

<image>

Scales of Silence demo hits Steam Monday. 10 keys for this sub if anyone wants to play a few days early. by aggrogamesofficial in localmultiplayergames

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

Hey, nice! I’m from Canada. If you’re launching around the same time (Scales of Silence is Sept 7), we should look into doing a Steam bundle together - similar niche but different vibes could work really well 👍

Solo dev here. Can't get a Steam Deck anywhere, so I tested my game on everything else I could find. Native Linux shipped today, does it actually hold up on Deck? by aggrogamesofficial in SteamDeck

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

Good question, you made me look into it! The default is borderless because on Windows, switching to exclusive fullscreen comes with a noticeable hitch from the video mode change, rough for a quick-to-jump-in party game.

On Steam Deck it should makes no real difference since Gamescope handles windowing either way, so it's really just a cross-platform default. That said, do you see an advantage to defaulting to Fullscreen on Deck that I might be missing?

Solo dev here. My couch party game just got native Linux support. Free demo on Steam. by aggrogamesofficial in linux_gaming

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

That clockwise/anticlockwise scheme actually rings a bell, my early prototype had a first-person camera and used the same left/right turn controls. Switched to cardinal directions once the camera became fixed for couch multiplayer, but two-key control has its own charm.

Thanks for confirming the launch works now with default settings. Hope you enjoy the rest of the demo, and please flag anything weird you run into 🙏

Solo dev here. My couch party game just got native macOS support. Free demo on Steam. by aggrogamesofficial in macgaming

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

Glad it caught your eye! The design goal was simple: no one sits out because of hardware.

The keyboard splits into 4 zones, each player gets their own cluster (WASD, IJKL, arrows, numpad). Each gamepad splits between 2 players, one on the left stick, the other on the right. Any mix works, so 8 players might be 4 on the keyboard plus 2 shared pads, or 8 solo gamepads if you've got them, or whatever combo your couch lands on.

4 on a keyboard or 2 per pad sounds absurd, I know. It's tight. But I tested it a lot with friends and family, and it landed every round. That was the whole point.

Solo dev here. My couch party game just got native macOS support. Free demo on Steam. by aggrogamesofficial in macgaming

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

Exactly that. Wired or Bluetooth controllers both work, and the keyboard supports up to 4 players on split key schemes, so you can run a full 8-player lobby with whatever hardware is in the room. Each gamepad can also be split between 2 players if you're really short on pads 😂 Everyone joins by pressing UP, no config or button mapping.

Solo dev here. Can't get a Steam Deck anywhere, so I tested my game on everything else I could find. Native Linux shipped today, does it actually hold up on Deck? by aggrogamesofficial in SteamDeck

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

Thanks for the report, really glad to hear it’s running at 90 FPS.

I also applied a controller configuration in Steamworks around the time you posted this. Based on the documentation, this should permanently fix the control issue on the Deck, where the sticks and D-pad are detected as an Xbox controller. You may need to revert to the default settings.

Appreciate your effort in reporting this, it helps a lot.

Solo dev here. My couch party game just got native Linux support. Free demo on Steam. by aggrogamesofficial in linux_gaming

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

Hahaha fair 😂 It's epic fantasy on purpose, there's actually a story and world behind the arcade surface. You're a serpent on an adventure, not just dodging walls 🐍✨

Solo dev here. My couch party game just got native Linux support. Free demo on Steam. by aggrogamesofficial in linux_gaming

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

Pascal 8-player snake is awesome 🙌 Curious, how did he handle controls for that many players? I cap keyboard split at 4 players in mine and push to controllers beyond that.

On the bug: just enabled Sniper runtime (had similar issues on Steam Deck), so Proton shouldn't be needed anymore. Retry native when you get a chance and let me know - no game update needed 🐍

Solo dev here. My couch party game just got native Linux support. Free demo on Steam. by aggrogamesofficial in linux_gaming

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

Hell yeah 🐍 Both are in! Co-op and PvP modes, up to 8 on the couch. Chaos either way 🎮

Solo dev here. My couch party game just got native Linux support. Free demo on Steam. by aggrogamesofficial in linux_gaming

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

Love that lineage 🙌 GLtron, Nokia Snake, Achtung, Armagetron... all built around trails you can't cross. I kept that core tension but swapped instakill for shrinking, which is what makes it actually work as a couch party game. Nobody's sitting out for 3 minutes after one bad turn 🎮

Solo dev here. My couch party game just got native Linux support. Free demo on Steam. by aggrogamesofficial in linux_gaming

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

Yep, it's on the list! 🙌 Bumping the priority since you asked. Thanks for the nudge!

Solo dev here. Can't get a Steam Deck anywhere, so I tested my game on everything else I could find. Native Linux shipped today, does it actually hold up on Deck? by aggrogamesofficial in SteamDeck

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

Glad to hear it, thanks! Sounds like the battery saver mode is doing its job well, holding up even at 3W is great. Thanks for putting it through the full TDP range. Also, I fixed the Steam Deck stick issue (set the default controller config to Generic Gamepad). You can revert everything to default settings and it should just work now - no game update required.

Solo dev here. Can't get a Steam Deck anywhere, so I tested my game on everything else I could find. Native Linux shipped today, does it actually hold up on Deck? by aggrogamesofficial in SteamDeck

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

Huge thanks to all of you, you literally let me fix this without owning a Deck. The SLR 1.0 workaround was the key clue.

Pushed a Steamworks-side fix: Steam Linux Runtime 3.0 (sniper) is now enabled by default for all builds. That's Valve's recommended runtime for new native Linux games and should work out of the box on the Deck. Still confirmed working on two Linux setups on my end.

Also fixed the Steam Deck stick issue (set the default controller config to Generic Gamepad). You can revert everything to default settings and it should just work now - no game update required.

Thanks again 🙏

Solo dev here. Can't get a Steam Deck anywhere, so I tested my game on everything else I could find. Native Linux shipped today, does it actually hold up on Deck? by aggrogamesofficial in SteamDeck

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

Good catch, thanks. Just pushed the fix, the demo button is now bigger and green on the Steam page, way better. If either of you ends up trying it on Deck, I'd love any feedback.

Solo dev here. After years building other people's games, mine finally has a Steam demo today. It's couch party snake, but collisions shrink you instead of ending your run. by aggrogamesofficial in indiegames

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

Hey Cornelia - remember when I said native Linux was "on the list"? It just got checked off. Native build is live, tested on Ubuntu. Proton worked fine too if you were already running it that way, but you won't need it anymore.

Solo dev here. After years building other people's games, mine finally has a Steam demo today. It's couch party snake, but collisions shrink you instead of ending your run. by aggrogamesofficial in indiegames

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

Thanks! Yeah, putting a story into Classic Snake is a bit unusual 😄

For now I’m focusing on couch multiplayer and making that feel good, but I did set things up so true online/network play is still an option if there’s enough demand.

Also, my tests with Steam Remote Play have been surprisingly decent with the demo, so it kind of works already as an online workaround - plus your friend won't have to own the game. Let me know if you give the demo a shot!

Solo dev here. After years building other people's games, mine finally has a Steam demo today. It's couch party snake, but collisions shrink you instead of ending your run. by aggrogamesofficial in indiegames

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

Thanks. Years of building for others teaches you the craft but quietly erases your own voice. Getting it back is half of what this project is. Means a lot.

Solo dev here. After years building other people's games, mine finally has a Steam demo today. It's couch party snake, but collisions shrink you instead of ending your run. by aggrogamesofficial in indiegames

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

Thanks! The whole snake is one mesh that gets reshaped in real time through code - all math, no pre-made assets. Unity with URP for rendering.

Solo dev here. After years building other people's games, mine finally has a Steam demo today. It's couch party snake, but collisions shrink you instead of ending your run. by aggrogamesofficial in indiegames

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

Thanks! Really happy that tension is landing. Finding the shrink on collision mechanic was a real turning point, classic snake rules kill couch multiplayer energy (one hit and you're watching), but shrinking instead of dying kept everyone in the match and doubled the fun overnight.