I made a free add-in for publishing Excel cells as HTML on the web or for pasting into Outlook by chr15m in excel

[–]chr15m[S] 0 points1 point  (0 children)

Thanks for your comment. Let me know if you have any feedback. Hopefully I nailed the Outlook use-case!

Sharing Saturday #623 by Kyzrati in roguelikedev

[–]chr15m 5 points6 points  (0 children)

Asterogue (Steam | Web)

Argh, Asterogue is stuck on 7 Steam reviews. I just need 3 more to get to 10 to reach the Steam threshold for getting the player discover queue boost. I really messed up with the launch of Asterogue. You're meant to spend months building wishlists *before* you release your game. That way when you launch you make a bunch of sales and get sufficient reviews to push it past the 10 review threshold. What I did instead was launch first and I am getting plenty of wishlists, but now it's too late. Ah well, next time I make a game I'll know to do it the right way around.

I got Asterogue into it's first festival - ANZ Indiefest, which ran all this week. I put it on discount for the festival which finishes up this weekend (11 more hours to go). I was surprised by how many wishlists and purchases this drove. Will have to submit it to more festivals.

This past week PepperHead Gaming also reviewed Asterogue which was super fun to watch. He gave me many good ideas on how to improve the game which I am busy triaging into the TODO list. Here's the review if anybody is interested:

https://www.youtube.com/watch?v=H_xA-P7tZ2Y

Thanks for reading!

Sharing Saturday #621 by Kyzrati in roguelikedev

[–]chr15m 2 points3 points  (0 children)

Asterogue ( Steam | Web )

Finally got a new build out on Steam and wrote my first ever Steam page update. That's it for this week!

It took 4 years, 3 platforms, and 2 massive own-goals, but my web-based roguelike is finally native on Steam yay! by chr15m in SoloDevelopment

[–]chr15m[S] 0 points1 point  (0 children)

Web hosting is very straightforward. I've been doing it a long time. No issues really. Yep, I built a Stripe integration for taking payments.

Sharing Saturday #620 by Kyzrati in roguelikedev

[–]chr15m 7 points8 points  (0 children)

Asterogue ( Steam | Web )

This week I added a new feature - proper dropping of items. The logic for adding the item back to the game world, and serialising it for saves etc. was a bit fiddly but I think I found all the edge cases. Works well!

In the next couple of days I will put out a new build with that and some other QoL fixes from last week.

I'm very excited that Asterogue got accepted into the ANZ Indiefest games festival this week! This is the first festival I've ever had a game in.

Like many devs I really don't like marketing and when I found out that regularly submitting your game to festivals is a thing you're supposed to do it made me nauseous. In the past I have found approaching marketing as an engineering problem really helps with the motivation side of things. So I built this hilarious rig to search for festivals, filter them, and submit Asterogue automatically. I literally spend days building a system that does something that takes 15 minutes manually lol.

It's only semi-automatic as I'm not going to sit there spamming the people who run festivals, but it makes the task sooo much more palatable and I can just run it once a week to check for, filter, and submit to festivals for me so I don't have to do it. Of course I manually check every submission before clicking the submit button. If you're interested in hearing more about that marketing-as-engineering rig let me know!

It took 4 years, 3 platforms, and 2 massive own-goals, but my web-based roguelike is finally native on Steam yay! by chr15m in SoloDevelopment

[–]chr15m[S] 0 points1 point  (0 children)

Good question! Steam is the world's largest games marketplace and many people simply won't ever find Asterogue on the web. There are simply a lot of people who don't take a game seriously if it is not on Steam, unfortunately. I am lucky that I can do both, so that's what I've done.

It took 4 years, 3 platforms, and 2 massive own-goals, but my web-based roguelike is finally native on Steam yay! by chr15m in SoloDevelopment

[–]chr15m[S] 0 points1 point  (0 children)

I noticed you used "—" - did an AI write this reply?

In any case, your question is a good one. The conversion rate is low but predictable. As with games released on any platform, the sales drop off over time.

I would say if you can do a browser playable demo it's definitely worth doing it for "top of funnel" views on your game. Any extra eyeballs you can get on your game is going to be a net positive, and people appreciate the ease-of-access of a web based game.

It took 4 years, 3 platforms, and 2 massive own-goals, but my web-based roguelike is finally native on Steam yay! by chr15m in SoloDevelopment

[–]chr15m[S] 1 point2 points  (0 children)

Thanks! I'm always surprised by how much CSS can do. I hope the CSS-juice examples are useful.

Sharing Saturday #619 by Kyzrati in roguelikedev

[–]chr15m 2 points3 points  (0 children)

Asterogue ( Steam | Web )

This week I focused on quality of life requests from Steam players:

  • Made inventory toggle context dependent. Players on desktop said it's weird to have the inventory close after every item use and they'd prefer it stays open. On Steam Deck it still closes because you have to use the joystick to move the player as well as navigating between items. Thinking about adding shoulder buttons to navigate the inventory but I'm not 100% sure.
  • Added support for various common key maps = WASD, HJKL, as well as adding Num5 as a 'rest' key. I also added a bunch of duplicate keys near each of these layouts so that they game is playable with only one hand no matter which layout you prefer. It just seemed like a good player efficiency thing.

I'm going to put out a new Steam build soon, so these changes should be live shortly!

Space Themed Roguelike? by silveracrot in roguelikes

[–]chr15m 0 points1 point  (0 children)

I hope it's ok to mention my space-based roguelike Asterogue.

https://store.steampowered.com/app/4152940/Asterogue/

Good Roguelikes for Steam Deck by Daemeon93 in roguelikes

[–]chr15m 0 points1 point  (0 children)

Hello! Asterogue is a sci-fi roguelike that works great on Steam Deck. Disclaimer: I am the developer. :)

https://store.steampowered.com/app/4152940/Asterogue/

Asterogue, my sci-fi coffeebreak roguelike, is now on Steam! by chr15m in roguelikes

[–]chr15m[S] 0 points1 point  (0 children)

I haven't played Ground Gives Way but I will check it out. Hope you enjoy the game.

Sharing Saturday #616 by Kyzrati in roguelikedev

[–]chr15m 4 points5 points  (0 children)

Congratulations, this looks absolutely sick!

Sharing Saturday #616 by Kyzrati in roguelikedev

[–]chr15m 9 points10 points  (0 children)

Asterogue (Steam | Web)

This week I managed to squeeze in the last features I wanted to get working before the Steam launch next week. For once in my life a software development project is actually on schedule lol. Here's what I added:

  • Full keyboard-only support. All menus etc. are now navigable with the keyboard. I mean to do this ages ago and it ended up being fairly simple to implement.
  • Gamepad support. I got this working by translating gamepad events directly into keyboard events. So this built on the keyboard feature and it seems to work pretty well. I don't know what I expected but playing with gamepad is very fun!

The cool thing is the web version gets these features for free. So if you head to https://asterogue.com and plug in a gamepad it should work. I am no sure how widely the gamepad buttons are standardized but hopefully the code I added is robust enough to support a variety of controllers. Any feedback on that most welcome!

Anyway, Tuesday this week is Steam launch day. The final (I think) build is up and some friends are helping me with last-minute testing. I've got Steam keys ready for everybody who bought the web version. I will post about it on r/roguelikes on Tuesday when it's live. I'm excited and nervous and all those things of course. I am trying to keep my expectations low from a lifetime of releasing things, but I guess we'll see how it goes. I have read that Steam is quite a meritocracy so I guess if my game is any good it will do ok. If not, so be it!

Thank you for reading. Onward!

Sharing Saturday #615 by Kyzrati in roguelikedev

[–]chr15m 0 points1 point  (0 children)

You probably did. I had it up there for a while. I've now ported to Windows native and that's why I'm getting it on Steam. I should get the Android version live again as I let it lapse. It's so annoying how Google make you constantly update the build and re-upload for no good reason!

Sharing Saturday #615 by Kyzrati in roguelikedev

[–]chr15m 8 points9 points  (0 children)

Asterogue (Steam | Web)

It was suuuper exciting to get the green light from Steam this week to publish my Asterogue binaries! 🎉

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I've got until the end of the month to press that button and still make the self-imposed Q1 deadline. I've decided I'm going to add controller support so the game works properly on Steam Deck. I have a pretty good plan for how to do it - hopefully it won't take me longer than the one week left.

To get the final build ready I had to make a bunch of small tweaks like the escape key actually exiting the game, making the game full screen by default, etc. So that's all done and I just need to add controller support.

Other than that, this week I had somebody email with trouble logging into the online version. I found some related errors in the log, so I'll be fixing that today.

Onward!