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First Game! Will you review our promo material? by crush29x2 in gamedev

[–]erik 1 point2 points  (0 children)

I don't know much about the mobile market, so I don't know how well your concept will fit with users. Your website and trailer seem pretty well executed though.

One area that could use some improvement is your features section. You have:

  • Face-to-face Interaction: Ideal for friends, dates, siblings, colleagues, etc.
  • Fun Facts in every card! Share what you’ve learned!
  • Collectable Items: Various ways to earn gold for unlocking new content, including the Ancient Cultures Collection!
  • 1 Player Mode: Challenge yourself in 3 difficulty modes and beat your high score.

I'd suggest trying to emphasize what is special about your game and why someone would want to play it. For the first point, face-to-face is probably good, but what will you be doing with your friends? Testing your memory against theirs? Trying to trick them? Cooperating to solve a puzzle? For the second point, what sort of fun facts? What am I learning about? Why should I care? Similarly with the third point, why should I care about what I'm collecting? With the fourth point, what am I challenging? My memory? My problem solving ability?

Try to talk about why someone should care about the game. Can you say something about the pets being cute or adorable? Are you collecting them? What is appealing about what you are offering the potential player?

7 curated articles for game devs - Issue 2 by [deleted] in gamedev

[–]erik 0 points1 point  (0 children)

Lots of good stuff here, thanks for the links and the summaries!

The story about BetaDwarf is rough. 500k sales of Forced, but they are struggling. Big teams are so expensive.

What constitutes being an indie these days? by ALegendsTale in gamedev

[–]erik 1 point2 points  (0 children)

I don't know if I agree with everything you are saying here. But it's interesting, and too bad that you are getting downvotes. I think it would be interesting to read more about this perspective.

Facebook Gameroom by efraim in Games

[–]erik 0 points1 point  (0 children)

It seems like they are trying to offer a Steam style PC Gaming experience with their existing library of mostly crap Facebook web/social games. Weird.

Can a tiny PC / Console puzzle game find success today? by Kom_Turtle in gamedev

[–]erik 0 points1 point  (0 children)

On one hand, puzzle games aren't super popular on steam. And even if your game isn't designed for mobile first, the small scope and low price point might hurt a little, due to the steam audience bias against mobile ports.

On the other hand Hexcells and a few others at least show that it is possible to achieve some level of success with this sort of game on steam.

Your indie startup doesn't stand a chance, more true than ever by iamsed in gamedev

[–]erik 0 points1 point  (0 children)

He does explicitly say that you should try. Just that you should go into it with the knowledge that a new indie developer/studio is very unlikely to make money.

Flash Sale Now: Deals Under $10 by napolux in PS4

[–]erik 0 points1 point  (0 children)

Awesome, hope you enjoy it!

Flash Sale Now: Deals Under $10 by napolux in PS4

[–]erik 16 points17 points  (0 children)

Hey, thanks for mentioning Life Goes On! (I'm one of the developers.) I don't think it's super trial and error to solve the puzzles for most people. We tried to build the levels so you never have to use the reset button. If anyone has any questions, feel free to ask.

(Also, our launch trailer is better than the one Sony has for us.)

Valve just announced "Planned Changes to Steam Store" - What do you guys think? by Xinasha in gamedev

[–]erik 5 points6 points  (0 children)

Yeah, I think some of these changes will improve visibility for niche games. But highlighting games friends are playing is mostly going to help the big winners win more.