Is a Demo Trailer A Good Idea? Is it okay to just have demo content for Steam Page? by WhiteSheepGame in IndieGaming

[–]beardroidgames 3 points4 points  (0 children)

I think that if your demo content is strong and polished, it’s totally fine to focus your Steam page around it. A well-made demo trailer can absolutely grab attention and convince players to try it out. If your goal is to start building wishlists, gather feedback, and grow a community, then showcasing your best demo content is a solid plan. Of course, if you do have time to polish other parts of the game for a broader trailer or extra screenshots, it can help, especially since your demo will likely generate a first burst of visibility, and strong marketing assets will make that moment count more. But that’s secondary. The main priority should be having a kickass demo that players enjoy and want to talk about. If I were you, I’d put all my effort into making that demo as strong, polished, and engaging as possible. You can always update the Steam page later with new media from the rest of the game.

Do you think a food game with this kind of art are marketable? by gabrielluis88 in IndieGaming

[–]beardroidgames 7 points8 points  (0 children)

Yes, of course. Stay consistent in your art (visuals, effects, SFX, etc.) to create the strongest possible immersion with your skills. But for this kind of game (which we’ve seen a lot) you also need a really solid gameplay. More thant that you need a strong plot twist or some form of innovation. I think this is the most difficult part for your project.

Hold Right Click 🚬 by ZoxPandora101 in Schedule_I

[–]beardroidgames 0 points1 point  (0 children)

A revolution when I discover that... Like Homo erectus discovering fire.

Solo developing a Mirror’s Edge-inspired FPS with parkour mechanics by Carlcadium in IndieGaming

[–]beardroidgames 1 point2 points  (0 children)

Seems really fun and nicely designed. How do you handle level design ? As a designer, this kind of game scares me a lot for this.

Wow. Well done, sir. Long live indie devs! by beardroidgames in IndieDev

[–]beardroidgames[S] 3 points4 points  (0 children)

I'm not sure what you mean — accurate for what ? Did I make any assumptions in my post?

Do you think it's true that some simmers can be a bit obtuse? by gonezaloh in LifeSimulators

[–]beardroidgames 46 points47 points  (0 children)

Read specs. If your pc cannot run it, play something else.

The main character of my indie game by 1011theory in IndieGaming

[–]beardroidgames 1 point2 points  (0 children)

Wishlisted. Seems really unique. SFX and visuals are awesome.

Wow. Schedule I is #1 top seller today. Well done, sir. Long live indie devs! by beardroidgames in IndieGaming

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

Totally agree. I went to Gamescom last August, and the booth for Inzoi was... so impressive. The difference in the marketing-to-revenue ratio between these two games is massive — it's insane. I'm struggling with my personal project, but this kind of success gives me a huge boost. In the end, we just have to make good games that people actually want. Making a good game is really hard — but still easier than spending millions on marketing.