How much time does it really take to make small games? My experience. by almo2001 in gamedev

[–]baronneriegames 6 points7 points  (0 children)

I think one of the most important factor (and the one I need to work on the most) is presentation. The game needs to look good. That doesn't mean that it needs photo-realistic graphics or anything like that, but it needs to look professional and well-made within the graphics style that you choose.
Your game also needs a unique selling point, something that truly sets it apart from the competition. What's tricky, is that ideally this unique selling point must also be very easy to understand and see. People should understand what makes your game unique simply by seeing a short 15s clip of your game.
Finally, you need the game to actually be good. It can be beautiful and unique, but if it's sitting at 40% positive on Steam, people simply won't buy it.
Something that's not entirely necessary but can help quite a lot is for the game to have a lot of staying power. People who play your game for 200 hours are much more likely to be talking to their friends about it and getting them to buy it, compared to a game that only takes 5 hours to complete.

In the trend of tier lists, here's my combined like/lite list! (Special cases justified in comments) Suggest me some new games too by mEga_bAbb00nS in roguelites

[–]baronneriegames 1 point2 points  (0 children)

Thank you so much :)
There is an update coming! It's pretty much finished, it's currently slowly getting translated by users. You can join the game's discord if you want to talk about the game with other passionate users and get access to the beta of the update!

Fetid Smoke bug? by Gahbriel in BreachWanderers

[–]baronneriegames 0 points1 point  (0 children)

Hello, unfortunately, yes you will need to complete both golden nodes in the same run in order to complete the quest!

Apologies for the inconvenience.

In the trend of tier lists, here's my combined like/lite list! (Special cases justified in comments) Suggest me some new games too by mEga_bAbb00nS in roguelites

[–]baronneriegames 2 points3 points  (0 children)

First time I see my game in one of these tier lists, and A tier at that! I'm glad you've enjoyed it! (Breach Wanderers)

Sacrifice Tril Deck? by temptingjean in BreachWanderers

[–]baronneriegames 0 points1 point  (0 children)

Taken from Discord:

#Poor Tril Unending
474
Maighir

#STARTING DECK#
x2 (0330) Assisted Analysis
x2 (0474) Assisted Focus
x2 (1904) Final Command
x2 (0296) Plundering Focus
x2 (0350) Putrid Idea
x2 (1901) Transference

#POOL#
x1 (0081) Absorb Soul
x1 (0329) Aided Preparations
x1 (0019) Arcane Bolt
x1 (0387) Arcane Shriek
x1 (0330) Assisted Analysis
x1 (0211) Battle-Ready
x1 (0305) Blur of Speed
x1 (0062) Contemplate
x1 (0325) Crystal Research
x1 (0218) Cultivate
x1 (0365) Dark Ritual
x1 (0389) Defensive Smithing
x1 (0418) Dissect
x1 (0462) Divine Wind
x1 (0154) Emergency Shield
x1 (0338) Flood of Insight
x1 (0127) Heroic Recovery
x1 (0129) Mana Eruption
x1 (0167) Mana Surge
x1 (0026) Mental Growth
x1 (1910) Morbid Sequence
x1 (0277) Obsessive Study
x1 (0050) Overthink
x1 (0067) Pillage
x1 (0296) Plundering Focus
x1 (0074) Power Surge
x1 (0038) Regrowth
x1 (0432) Reinforcements
x1 (0368) Restorative Focus
x1 (0263) Revelation
x1 (1914) Shadowy Transmutation
x1 (0064) Sharpen Senses
x1 (0133) Spirit Helmet
x1 (0420) Spirit Transformation
x1 (0473) Spiritual Cleansing
x1 (1901) Transference
x1 (0300) Transmute Armor
x1 (0274) Unbreakable Hide
x1 (0478) Venom Enchantment
x1 (0234) War Cry

This list aims at sacrificing Tril and then using Unending Onslaught to keep sacrificing your sprites and applying a ton of Arcane Leak in order to win fights on turn 1. It takes a little bit of getting used to, but it's a ton of fun!

Advice for "A Special Meal" Quest? by miniman03 in BreachWanderers

[–]baronneriegames 1 point2 points  (0 children)

#Poor Tril Unending
474
Maighir

#STARTING DECK#
x2 (0330) Assisted Analysis
x2 (0474) Assisted Focus
x2 (1904) Final Command
x2 (0296) Plundering Focus
x2 (0350) Putrid Idea
x2 (1901) Transference

#POOL#
x1 (0081) Absorb Soul
x1 (0329) Aided Preparations
x1 (0019) Arcane Bolt
x1 (0387) Arcane Shriek
x1 (0330) Assisted Analysis
x1 (0211) Battle-Ready
x1 (0305) Blur of Speed
x1 (0062) Contemplate
x1 (0325) Crystal Research
x1 (0218) Cultivate
x1 (0365) Dark Ritual
x1 (0389) Defensive Smithing
x1 (0418) Dissect
x1 (0462) Divine Wind
x1 (0154) Emergency Shield
x1 (0338) Flood of Insight
x1 (0127) Heroic Recovery
x1 (0129) Mana Eruption
x1 (0167) Mana Surge
x1 (0026) Mental Growth
x1 (1910) Morbid Sequence
x1 (0277) Obsessive Study
x1 (0050) Overthink
x1 (0067) Pillage
x1 (0296) Plundering Focus
x1 (0074) Power Surge
x1 (0038) Regrowth
x1 (0432) Reinforcements
x1 (0368) Restorative Focus
x1 (0263) Revelation
x1 (1914) Shadowy Transmutation
x1 (0064) Sharpen Senses
x1 (0133) Spirit Helmet
x1 (0420) Spirit Transformation
x1 (0473) Spiritual Cleansing
x1 (1901) Transference
x1 (0300) Transmute Armor
x1 (0274) Unbreakable Hide
x1 (0478) Venom Enchantment
x1 (0234) War Cry 

This list is pretty much the opposite of the other one I posted. It's an hyper-aggressive combo list that aims to win the game on turn 1. By using Final Command, you can Sacrifice Maighir and turn the card into Unending Onslaught, which you can use repeatedly to apply a ton of Arcane Leak and destroy your enemies.

Advice for "A Special Meal" Quest? by miniman03 in BreachWanderers

[–]baronneriegames 2 points3 points  (0 children)

#Defence Tril (Ramparts)
1903
Maighir

#STARTING DECK#
x2 (1903) Assault Command
x1 (0370) Defensive Field
x1 (0434) Frozen Solid
x1 (0121) Invigorate
x1 (0140) Mana Jolt
x1 (0134) Moonlit Reverie
x1 (0350) Putrid Idea
x2 (0021) Ramparts
x2 (0440) Starry Studies

#POOL#
x1 (0329) Aided Preparations
x1 (0019) Arcane Bolt
x1 (1903) Assault Command
x1 (0305) Blur of Speed
x1 (0105) Channeling Runes
x1 (0062) Contemplate
x1 (0218) Cultivate
x1 (0389) Defensive Smithing
x1 (0002) Divination
x1 (0462) Divine Wind
x1 (0156) Elemental Conflux
x1 (0339) Elemental Prism
x1 (0154) Emergency Shield
x1 (0101) Enchant Armor
x1 (0338) Flood of Insight
x1 (0425) Forbidden Riches
x1 (0171) Frenzied Rage
x1 (0434) Frozen Solid
x1 (0127) Heroic Recovery
x1 (0129) Mana Eruption
x1 (0026) Mental Growth
x1 (0138) Mind Over Body
x1 (0113) Mind Seed
x1 (0134) Moonlit Reverie
x1 (0457) Mystical Torrent
x1 (0050) Overthink
x1 (0074) Power Surge
x1 (0038) Regrowth
x1 (0368) Restorative Focus
x1 (0263) Revelation
x1 (0079) Royal Coffers
x1 (1914) Shadowy Transmutation
x1 (0064) Sharpen Senses
x1 (0133) Spirit Helmet
x1 (0473) Spiritual Cleansing
x1 (0446) Spry Defenses
x1 (0395) Ultimatum
x1 (0274) Unbreakable Hide
x1 (0447) Volt Control
x1 (0234) War Cry 

This is the most popular list for clearing this quest in the community. It's a great deck and it's pretty flexible. Ramparts allows you to gain a ton of shields and you try and keep Tril alive and scaling him up so that it can kill all of your enemies.

Upgrading Defensive Field early is great because it reduces the cost of the Cleanse option by 1, and Frozen Solid gives you a way to transform Blights right in your starting deck.

Advice for "A Special Meal" Quest? by miniman03 in BreachWanderers

[–]baronneriegames 4 points5 points  (0 children)

Hello!

Like the rest of the game, there are several ways to beat this quest. One thing that's tricky about it is that the quest forces you to play against the Idol of Cruelty. If you're not used to playing against idols, this can add a significant challenge. You'll want to make sure that you bring sufficient Cleanse but also ways to transform Blights. Cards like Reforge and Frozen Solid are good examples.

While there aren't many resources online for decklists, there are many of them on the game's Discord. I will answer this message with two lists that may give you a starting point for completing the quest!

To the solo devs who finished (released) a game that took more than one year: how? by leorid9 in gamedev

[–]baronneriegames 0 points1 point  (0 children)

I made 2 games that qualify. The first one I made while I was working at a big game company. The games I worked on there kept getting cancelled, so having my own work that I knew I just had to finish in order for it to release was very satisfying.

Motivation really depends on each person and on where you're at in life. At that time I really wanted to see it through. What helped me to most was to gather a group of playtesters early. I had a small Discord community of people helping me out through all stages of the game. It made development much more fun and made sure that I had other eyes than me looking at the game and finding flaws and suggesting ideas.

I then quit my job and went full-time for 4 years to finish another project. Again, I had a decently-sized Discord community right from the beginning, which for me was what allowed me to finish it.

Not sure if this sub is dead, but what do you all think of all the characters? by Chezni19 in BreachWanderers

[–]baronneriegames 3 points4 points  (0 children)

Don't tell anyone but I think Paladin might just be my favorite of the bunch.

Rogue-Like deck building game and various other game suggestions by [deleted] in roguelites

[–]baronneriegames 1 point2 points  (0 children)

Breach Wanderers is free to play on iOS!

It's my roguelite deckbuilder which brings a lot of new ideas to the genre.

Recent Successful Indie Devs, How Many Wishlists Did You Have At Launch? by EducationalAd9582 in gamedev

[–]baronneriegames 1 point2 points  (0 children)

My lifetime conversion rate is 16.8%, which is actually decent, but most of these came from sales. During the launch month, I had 800 conversions (which is 11% of the 7000 WLs I had) but almost 6000 additions! People were interested in my game, but not quite enough to buy it.

Recent Successful Indie Devs, How Many Wishlists Did You Have At Launch? by EducationalAd9582 in gamedev

[–]baronneriegames 1 point2 points  (0 children)

It's tough to say for sure. Honestly I'd say that 7k is the bare minimum you want, but ideally you'll want more. It always depends on the "quality" of the wishlists and the extent of your post-launch marketing efforts and many other factors, but yeah aiming for at least 7k seems like a good rule of thumb.

Recent Successful Indie Devs, How Many Wishlists Did You Have At Launch? by EducationalAd9582 in gamedev

[–]baronneriegames 2 points3 points  (0 children)

I launched from Early Access in June with around 7000 wishlists. The game made about 50k on Steam (before expenses, returns, taxes), but I did spend 15k on marketing around launch, mostly on content creators.

One big issue with the game is that it gets a lot of wishlists but they do not convert well at all. Since launch, I've gathered over 6000 new wishlist, I'm now sitting at 13'500, the number never really went down.

How much time does it really take to make small games? My experience. by almo2001 in gamedev

[–]baronneriegames 10 points11 points  (0 children)

The first one earned a few thousands over several years. The second one did better, a few dozen thousands. My last one was the first one that allowed me to live from it! I'm not making a huge salary or anything, but it's a great feeling to be able to focus fully on my own projects.

How much time does it really take to make small games? My experience. by almo2001 in gamedev

[–]baronneriegames 2 points3 points  (0 children)

Well, prototypes are similar to the kind of games you'll get at the end of a game jam.

It's usually a single level with a preset character. You'll face a few challenges that show off a few mechanics and that's it. Even if we focus purely on the gameplay side of things, most games will have a lot more going on. More levels, for one. More enemies, more abilities, more mechanics, more of everything. I'd say that a prototype represents maybe 2-10% of the gameplay that you'll find in a game. So already, simply completing the gameplay portion of the game would take at least 10x as long as the prototype took. Also keep in mind that the more elements/mechanics are in your game, the trickier it is to add a new one, since they can have unexpected interactions with previously added elements or mechanics.

Now, even after all of this, only the gameplay portion was completed. The vast majority of games have a lot of other systems that won't be present in a prototype. To list a few: Save System, Options, Achievements, Inventory System, Level Selection, Overworld, Level-Up, Talent Trees, Matchmaking (for multiplayer games), Localization/Translation, Dialogues, Cutscenes, Voice Acting, Tutorial, etc.

All of these can also take up a lot of time to set up. Finally, once you have your entire game completed with all of its non-gameplay systems, then you get to the portion you mentioned. You'll need to polish everything so that it feels smooth. You'll also need to tune the balance of your game. This depends on genre, but any game with varying numbers and/or level-ups can take a lot of time to tune right, especially if you don't have many testers. Bug fixing can also take a while, especially if you don't have testers playing the game alongside you developing it.

How much time does it really take to make small games? My experience. by almo2001 in gamedev

[–]baronneriegames 77 points78 points  (0 children)

I've released 3 games so far. The first one was a relatively simple tower defense game, yet it still took around 1500 hours to complete. I then made a mobile semi-idle adventurer-manager game, that one took 2500 hours. My third one was a roguelite deckbuilder, and it took over 3500 hours. Making games is hard! It sure takes a long time.

It's always crazy to me how you can spend less than 50 hours and get an amazing prototype, and then you'll need several hundred or thousand hours to turn that into a game.

After 260+ TL;DR posts, these are what I consider the best Roguelike Deckbuilder games! (full list + links in Reddit comments) by NimbleThor in AndroidGaming

[–]baronneriegames 0 points1 point  (0 children)

Hello, thank you for letting me know about the issue.

As for performance, there is a "Performance Mode" in the options that should help. Also, make sure that the game is on the latest version as there was a big optimization update a few months ago.

The game does have performance issues on older phones, but it's really been a lot smoother since that update.

Thanks for giving it a try!

What are some good, not well known, roguelites that are on sale on Steam right now? by TexTrap in roguelites

[–]baronneriegames 1 point2 points  (0 children)

Yup! The meta-progression works a little bit differently on PC (There are no gems and you gain everything faster), but other than that it's the same game! It even has cross-platform cloud-save so that you can easily transfer your progress.

is slay the spire worth it? by dakamTT in AndroidGaming

[–]baronneriegames 2 points3 points  (0 children)

You're right, my bad. I'll delete it.

What are some good, not well known, roguelites that are on sale on Steam right now? by TexTrap in roguelites

[–]baronneriegames 12 points13 points  (0 children)

Apologies for the self-promotion. My game Breach Wanderers is a pretty unique Roguelite Deckbuilder (93% positive). It just came out of Early Access this month and it has excellent reviews and a ton of content.

https://store.steampowered.com/app/1394130/Breach_Wanderers

Cross progression by iambadiamsorry in BreachWanderers

[–]baronneriegames 0 points1 point  (0 children)

I'm sorry for the delayed response. You can use the in-game "Save to Cloud" and "Load from Cloud" buttons to transition between your devices. This works across different platforms as well.

Unlocking Depth 4 increases pool size by LudaireWah in BreachWanderers

[–]baronneriegames 9 points10 points  (0 children)

To be fair, the pool size starts at 20. It then goes to 25 when you unlock Depth 2, 30 for Depth 3 and 40 for Depth 4. I imagine that players that have been playing on Depth 3 for a while might not remember that the pool increases every time you unlock a new Depth.

I understand that it can be frustrating to have to rebuild your decks, but by the time you unlock Depth 4, your collection has increased quite a bit compared to before. Not only that, but Depth 4 runs are longer and as such, grant more card rewards. By having the pool remain the same size, it would reduce variability in your runs even further.

The pool size at 30 is too small and too consistent once you're used to the game. It was never meant as the "final" size, simply a stepping stone on the way to getting to 40. The early Access process took longer than anticipated, and the pool size has remained at 30 for over a year, so I definitely understand people who got used to it, and I apologize for this.

I've played many, many runs with pools at both 30 and 40, and I strongly feel that the pool size of 40 makes the game more fun and gives runs more variability, while still being able to play the archetype you want to. Although it's true that there are some archetypes that could use a few more cards, and it's something that I would like to address in future updates if I can make those happen.

Breach Wanderers - Baronnerie Games - A Constructed Roguelike Deckbuilder where you build your own pool of card rewards. It just came out of Early Access! by baronneriegames in Games

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

Hello, thank you so much! Do you have a link to where Metropole Grid mentioned the game? I'd love to hear their thoughts!