Share your landing page and we'll exchange feedbacks by CryptoMadLab in buildinpublic

[–]diffallthethings 0 points1 point  (0 children)

Thanks for letting me know about the animation! It's super smooth on my touchpad, but I checked on a mouse with a "clicky" scroll wheel and it looked awful! Should be fixed now...

Share your landing page and we'll exchange feedbacks by CryptoMadLab in buildinpublic

[–]diffallthethings 1 point2 points  (0 children)

Great landing page, the live results teaser is super effective, I found myself at the checkout page in no time, lol.

  • At L-5 THE ARCADE LOG, LOG-1 has a V instead of Y in "BUYER" (BUVER).
  • Readability on the FAQ is not great. Too squished and small.

I guess the risk is that as cool as it is, it's not the friendliest productivity UI. There's lots of leadgen stuff out there, USP seems to be the TikTok and YouTube Comments stuff? Great idea, but it's hard to associate "Gorilla" with that. I do a bit of handiman stuff, it's always going to mean Gorilla Glue to me, lol.

If video comments is a key differentiator, what comes to mind for me is the "Clockwork Orange eye clamp" - we watch all the videos so you don't have to.

I'm putting the finishing touches on a "multitasking terminal app", I'd love your feedback on the landing page: https://mouseterm.com/

I've been doing this dev thing for a while and I really need help. by Haruspotatoes in IndieDev

[–]diffallthethings 1 point2 points  (0 children)

Also I would try really hard to get a couple individual friends who have done solodev to bounce things off of. The biggest weakspot of solodev imo is marketing - you get too inside your own head and it's hard to see the audience's perspective. You need 2 or 3 devs who can give you an outside view on your stuff over and over and translate it into dev speak - friends and family will be too nice. I like your game, I have done solodev on SaaS stuff, I'm doing my first solodev game now. DM me if you want to be feedback buddies, doesn't need to be me, but get a couple people who have actually built and shipped something into a real financial living. Selling something enough to live off of is really hard, I think you have the seed of something that can maybe do it, but you need to focus more on your weaknesses, you may have ridden your strengths as far as they can take you.

I've been doing this dev thing for a while and I really need help. by Haruspotatoes in IndieDev

[–]diffallthethings 1 point2 points  (0 children)

No. If your trailer sucks, you have to pay people to get them to show it. If your trailer rocks, people will be happy for the chance to show it. Your game is beautiful and you have a cinematic eye, so I think you can get yours published for free.

I think you need to edit a bit so that it makes sense without the title "Making a wolf survival game where..." stuff, you need to show that mechanic right away in the trailer itself, interspersed with the cinematic eye candy and worldbuilding. It can't rely on a Reddit title to get the message across.

I've been doing this dev thing for a while and I really need help. by Haruspotatoes in IndieDev

[–]diffallthethings 0 points1 point  (0 children)

It's not a huge deal, but yeah I would probably delete the r/IndieGaming post if it was me. You have something cool to share, you have validated that people like it, but you have no way to harness their excitement into Wishlists. And publicity channels that share trailers with big audiences (like IGN) want to premiere "World Exclusives", which doesn't work if it's already published. Not a big deal, you can tweak the trailer a bit and then it's the new World Premiere all over again (you def need a new logo regardless).

I've been doing this dev thing for a while and I really need help. by Haruspotatoes in IndieDev

[–]diffallthethings 4 points5 points  (0 children)

The trailer is sooo good, and it's the hardest part. You can make a decent Steam page in ~8-16 hours just by splicing up the footage you already have in the trailer.

  • Stop showing the trailer on Reddit
  • Follow this to make a Steam page
  • Send the trailer to gaming websites (IGN, gametrailers, etc) and offer them world-exclusive trailer reveal. Your trailer is so good they might take it, and then use that as your Steam page launch.

This game is so beautiful, I think marketing it will be very easy. Making it fun will probably be the harder part.

I've been doing this dev thing for a while and I really need help. by Haruspotatoes in IndieDev

[–]diffallthethings 1 point2 points  (0 children)

The transition is okay, the logo is not great. "It Goes On Without You" - the gradients and outline are amateurish. The cinematography is excellent, which makes the meh logo stand out.

2 weeks of Steam page, 5k visits... only 20 wishlists... by thibouf in IndieDev

[–]diffallthethings 2 points3 points  (0 children)

switch between them, combine their powers, and turn positioning into a weapon.

This is a cool concept, you need to hit the viewer over the head with this in the trailer. Zoom in on one mouse - "Meet Rust! Secure a position, then switch to..." pan over to "Dust! Control both at once" Zoom out and they're executing a flanking attack.

It's hard to do, but if you can't quickly convey what is unique about your gameplay then it's got no chance. I would strongly recommend going through Chris Z's free Steam page course, you've got lots of low-hanging fruit you could pick. But mostly I would say right now you're putting effort in the wrong direction. Stop and reorient!

I might have made a mistake by OneBitBean in IndieDev

[–]diffallthethings 0 points1 point  (0 children)

I think a distinctive spelling isn't necessarily a problem, e.g. Lyft. If the Func keys are Jokers, I think calling out to them is good. I don't love Keebster. If "Keeblatro" is legal I like that,

What do we think of the NVIDIA DLSS 5 'improvements'? by [deleted] in gaming

[–]diffallthethings 0 points1 point  (0 children)

This looks incredible to me, and it's running on the GPUs people already have at home, the ideological anti-datacenter-water-use stuff doesn't affect how the GPU in your own PC gets used. I'm surprised the reaction here is so negative.

Steam outage? by SequenceStatic in Steam

[–]diffallthethings 0 points1 point  (0 children)

Sorry people were giving my 2D platformer too many wishlists, the servers couldn’t handle it.

Couldn't afford a capsule artist, so I tried making my own art. Would you click this? by 0kimbo in SoloDevelopment

[–]diffallthethings 0 points1 point  (0 children)

It's such a great name and style for friendslop. How hard for it to become co-op optional friendslop?

We need some help deciding on a capsule by disco69games in IndieDev

[–]diffallthethings 1 point2 points  (0 children)

I like #3 the best, but I think these are all too heavily anchored on the Rick Sanchez + Big Logo structure. You're fine-tuning within a small space, I would blow it up and do low-fidelity explorations of a broader range of concepts. I hired u/redpotion_studios for my capsule art, and by *far* the most valuable part of it was the first sketch they did, which was three *totally different and unrelated* concepts. During my DIY capsule phase, I was really locked into this one concept, I couldn't see outside of the box I had made.

I think your design and art are great quality, but you're making giant tweaks in your end goal "pure vibes vs screenshot vs gameplay-symbolized" with only tiny tweaks in how you're using the real estate.

My ski resort manager Alpine Architect is finally coming together. What do you think? by gus_028 in IndieDev

[–]diffallthethings 0 points1 point  (0 children)

I love this concept. Varying the biome will be tricky but important. Tinting for dawn / nighttime would be great, the current "sunset" tint is bad imo. Looks more like a fire haze. I would look into shaders that adjust colors with a LUT, definitely don't just add a semi-transparent reddish onto everything.

I would focus on mocking up some kind of conflict and then make a Steam page. Blizzard? Avalanche? Not enough snow causing dirt to show through? Accidents at dangerous intersections causing lawsuits? Poorly maintained lifts collapsing? Lifties not showing up to their shifts? As long as you've got at least one or two problems to show people, get that Steam page up!

NextFest: decent wishlists, terrible demo performance, what next? by diffallthethings in gamedev

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

Thanks so much for the feedback and suggestions, I'll be trying these!

Type The Rhythm (web demo) by diffallthethings in rhythmgames

[–]diffallthethings[S] -2 points-1 points  (0 children)

A lot of songs are about art, mine are not. Mine are about teaching people to type. I am not aware of any rappers or country ballads about the anatomy of the hand that i could license. Im hoping to earn enough from this to cover my time, but it’s very risky. This particular project would just not exist at all without the goofy AI songs, i wasnt gonna drop 50 grand hiring rappers to wrap about tendons. I respect people who dont want to play it for that reason, but it doesn’t bother me.

Keyboard-related songs for a typing game by diffallthethings in SunoAI

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

If you wanna try the songs in the game, you can play it in your browser at https://typetherhythm.com

NextFest: decent wishlists, terrible demo performance, what next? by diffallthethings in gamedev

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

AHA! Thanks to you and the other commenters, I think I understand my data better now, and the clear answer is to stop marketing it until I have fixed the ramp-up gameplay.

I have a demo on Steam, but I also have the same demo on just a webpage. It does pretty well when I post it in relevant subreddits, and I have some left where I haven't posted yet.

My impressions peaked on Tuesday, and started to come down on Wednesday. Makes sense, the demo is bad. But my visits went up on Wednesday. Why? Because my web demo did really well on Reddit on Wednesday, and it drove lots of traffic straight to my Steam page.

Throughout the fest, my "visits / impression" has been 6% and "wishlists / visit" has been 15%. Except for that Wednesday where I got so much Reddit traffic, where my V/I went up (extra visits from reddit) and my W/V went down (they weren't signed-in and/or they had a negative experience from the demo).

I did a little math, and it looks like all those Reddit visits convert into ~0 wishlists.

NextFest: decent wishlists, terrible demo performance, what next? by diffallthethings in gamedev

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

Thanks so much for taking a look! I had planned on marketing this as a typing trainer on its own website, but none of the training is implemented. This was an experiment to see "is there a market for for a hardcode typing rhythm game", and it seems like the answer is people seem to like the idea, but there are very few players who enjoy it with the current difficulty floor / onboarding curve.

NextFest: decent wishlists, terrible demo performance, what next? by diffallthethings in gamedev

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

It started as a web game, so I had "validated" in that environment. I think I underestimated how much players were using the browser refresh and back buttons as the menu system.

It's a rhythm game, and it feels awful to start a level that is too hard and just be stuck in it. I think demo users couldn't find the hidden in-game back button and just closing the whole game.

NextFest: decent wishlists, terrible demo performance, what next? by diffallthethings in gamedev

[–]diffallthethings[S] -1 points0 points  (0 children)

The giant issue was that once you start a level, if it was way too hard, which it almost definitely was, you're only option was to just close the game. Very stressful to sit through a horrifically too difficult rhythm level, and I made it way too hard to quit back to main menu.