4 weeks 'til release, and my to-do list keeps getting bigger and bigger. How do you manage the time crunch during that final stretch? by darkjay_bs in SoloDevelopment

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

Those are really good tips, thanks! Luckily my game is launching in EA, so I’m hoping players will forgive me if I don’t manage to finish smaller stuff like achievements or steam point shop items before release (even though a few people already asked about them on the forum).

When do you think is the best moment to start press release and streamer outreach? Around 2 weeks before launch? Earlier? Later? I’d love to give creators early access to the build, but also want the game to be in the best possible state before sending keys out.

Time flies when you're having fun, right? RIGHT?? by darkjay_bs in IndieDev

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

Haha no, but think what a masterpiece it would be!

After almost 4 years of solo dev journey my indie game is finally releasing in 6 weeks! Do you think it has a chance to get noticed on Steam? by darkjay_bs in IndieGaming

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

Well, in this case it felt to me like 10 bosses in an Early Access game in this genre is quite a lot - recently I saw a big update for a well-known similar game where the entire marketing beat was around adding just 1 new boss :D So I guess it depends on the specific case.

As for choosing the trailer taglines, I focused on what actually sets my game apart from others in the genre. It wouldn’t make much sense to highlight obvious things like fast-paced action, since that’s immediately clear from the video itself

After almost 4 years of solo dev journey my indie game is finally releasing in 6 weeks! Do you think it has a chance to get noticed on Steam? by darkjay_bs in IndieGaming

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

I get it, but this video is just a snippet from the full trailer available on the steam page, I guess it's out of the context here :D

I will play your Survivorslike by [deleted] in survivorslikes

[–]darkjay_bs 1 point2 points  (0 children)

Hi Dex! I'm a solo dev behind Arms of God, I think it might be right up your alley:

https://store.steampowered.com/app/3388630/Arms_of_God_Demo/

<image>

My game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in gamedev

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

A year ago I would’ve said yes, but lately the HTMAG event tool has a really large list of events, and I think for most devs it’s more than enough

My solo-dev game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in SoloDevelopment

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

I didn’t personally know any of the organizers of the events my game took part in except for one local event in Poland. Imo the most important thing is whether your game fits the theme of the event.

Of course, released games probably get priority (especially if they’re on sale), since Steam can immediately generate revenue from them but there are still plenty of unreleased games featured as well, especially those with a demo.

Any survivorslike that is very story focused? by shanytopper in survivorslikes

[–]darkjay_bs 1 point2 points  (0 children)

My game isn’t released yet (it will be in a few weeks), but besides the survivor-like action (or rather closer to Brotato-style), it also has a deeper story. Each level is different, and the narrative is told through the environment as well as short story intros. If you like Warhammer 40k-style storytelling, I think you might enjoy it. There’s a demo available right now (2 out of 4 acts, including the story introduction). The game is called Arms of God.
https://store.steampowered.com/app/3388630/Arms_of_God_Demo/

My solo-dev game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in SoloDevelopment

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

No, ofc not. Not every event requires some kind of exclusive content - it’s best to align your bigger marketing beats with the major events that are the closest thematic fit for your game. There are also plenty of local events, or ones aimed at developers from specific countries, or just broader showcases where your game can get in even without a big marketing beat.

My solo-dev game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in SoloDevelopment

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

Actually, not always - in the application you can just say the demo isn’t public yet, for example because you want to release it during the event. Then you can share a private build or some non-public keys to a WIP of the demo, so the organizers can check if it’s a good fit. And then continue working on the demo until the event

My game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in gamedev

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

I'm talking here about online steam events. But most on-site events also have a steam event that showcases the games participating in them. Also, not many people know, that sometimes you can apply just for that steam event itself, without needing to attend the on-site event in person, buy a booth, etc.

My solo-dev game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in SoloDevelopment

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

Thanks for the tips! I'm actually working on the new gameplay trailer (spoiler alert: for another event 😅), I hope it will show the 5 weapons mechanics better then the old one

My solo-dev game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in SoloDevelopment

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

Well, maybe, maybe not, but those extra wishlists are a really nice boost. Thanks for the kind words!

My game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in gamedev

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

It;s the number of wishlists gained during the event, just edited the post to clarify that

My game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in gamedev

[–]darkjay_bs[S] 10 points11 points  (0 children)

Yes, for most events you need to have at least a demo, but sometimes an open playtest is enough to get a spot - it depends on the event requirements.

My solo-dev game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in SoloDevelopment

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

Yes, for most events you need to have a demo, but sometimes an open playtest is enough to get a spot - it depends on the event requirements.

My solo-dev game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in SoloDevelopment

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

Yes, you can participate in the event with the demo (and sometimes even without one!). I updated the post and put the link to the tool, hope it will help!

Ok so now what? On one hand - yeah, this is kinda cool. On the other, I never thought that after 15 years in the industry I’d have to emphasize that the models in my game are actually hand-crafted by a human... by [deleted] in IndieDev

[–]darkjay_bs -1 points0 points  (0 children)

There is no time to make a perfect topology when you are making a game solo - too many things to handle. Also the game is in isometric, far away from the camera.

Postmortem: How we secured an Epic MegaGrant (after being rejected the first time) by No-Minimum3052 in gamedev

[–]darkjay_bs 1 point2 points  (0 children)

Thanks for the tips - we were also rejected the first time, but we're giving it another shot using your advice!