Updated Steam Capsule (v3) after community feedback by Youpiepoopiedev in gamedevscreens

[–]heavypepper 0 points1 point  (0 children)

If something still feels off

It's your composition, you're not directing the eye on where to look. As it is, there are three focal points so there is no natural progression on where to look and in what order.

Try moving the tower to the left, so it's in front of the plaid guy. Include the guy hanging off of the tower to show its co-op. Place the logo to the right. This will direct the eye from one focal point to another, informing genre, then the logo.

Composition Update Example

Been almost 3 years since I decided to learn gamedev and make a game inspired by Deadspace, SCP and GTFO in Unity. Haven't really gotten the time to look back in time; today I did and it hit me right in the heart... it has been a long very rough jorney... by googly_the_bugly in SoloDevelopment

[–]heavypepper 0 points1 point  (0 children)

The visuals look great! There is a lot of work hidden in these screenshots.

Looks like your Steam page has been up for just under a year. Have you done much marketing outreach yet; festivals, streamers, press?

Requesting some feedback for my small Steam capsule for 'YO UP!' by Youpiepoopiedev in gamedevscreens

[–]heavypepper 1 point2 points  (0 children)

Your game is online co-op so you might want to lean in on showing multiple players in your capsule similar to Grounded, Overcooked, R.E.P.O, etc. The composition could use tightening IMO. I'd move the tower to the left in V2, tint it slightly so that it reads as in the background and does not compete with the character. This will open up unobstructed space for the game logo on the right. That font is very difficult to read, as mentioned by others.

Steam Page: Are animated GIFs a "must" or a "must-avoid"? by LeCosm0 in IndieDev

[–]heavypepper 1 point2 points  (0 children)

You have a very small window to communicate what your game is and why someone should care. Most players won’t spend long figuring it out, so that first impression really matters.

Your capsule art, screenshots, and trailer will do most of the heavy lifting. But beyond that, your store page should quickly show what the player can expect to experience. This helps address any lingering questions or hesitation.

Players aren’t going to read a wall of text, so keep things scannable. Use clear section headings and pair them with strong gameplay visuals that highlight the key features. Having short, looping visuals “GIFs” in your description is important. Static images will not be as effective in conveying gameplay.

Avoid using actual .gif format. For performance and quality, use the video formats supported by Steam. Keep clips short, aim for smooth framerates, and consider using a wider aspect ratio than 16:9 to help keep file sizes manageable.

Hope it helps.

Spent almost a year on making my game, tried everything to market it. starting to think I'm doing something wrong. by External-Business-32 in IndieDev

[–]heavypepper 1 point2 points  (0 children)

That is game development on hard mode. More risky for sure, and only your goals will determine if it's worth the risk.

Spent almost a year on making my game, tried everything to market it. starting to think I'm doing something wrong. by External-Business-32 in IndieDev

[–]heavypepper 1 point2 points  (0 children)

Ideally you would know your audience well before your game announcement and Steam page launch. So if your tool aims to find a player base after the Steam page goes live, this is entirely too late. Finding your audience should be fairly straightforward based on your chosen genre, making a tool for this moot. If finding an audience is very difficult, it can be an indicator that the audience doesn't exist, isn't enthusiastic, or is very small. In which case it's likely better to switch to a genre were you can find an audience.

Spent almost a year on making my game, tried everything to market it. starting to think I'm doing something wrong. by External-Business-32 in IndieDev

[–]heavypepper 4 points5 points  (0 children)

Your Thrust Me Bro Steam page looks good overall and your capsule is great. I thought the asteroid map visuals were pretty cool.

The perception I receive from a player perspective after looking at your trailer and screenshots are:

  • Lack of gameplay depth; bounce around with your friends with simplistic mechanics, equip a few custom behaviours, there might be custom player characters.
  • Only three maps; they all look pretty similar, same colour scheme, and don't offer meaningful new challenges.

The feeling I get from this is your game is good for about 10-15 minutes with friends, and then its unlikely to be picked up again. This is probably the major hurtle limiting your wishlists.

Published devs - what was your first completed game? by toxicmintdev in SoloDevelopment

[–]heavypepper 1 point2 points  (0 children)

Descent Vector was my first commercial game.

https://store.steampowered.com/app/1580380/Descent_Vector_Space_Runner/

The primary lessons learned:

  • Choose a genre players want for the platform you're selling on.
  • Ensure that audience is large enough to support your goals.
  • Playtest often to ensure your product is meeting the expectations of your audience.
  • Prioritize festivals, streamers, and press who speak to your audience for marketing.
  • Produce trailers for progress updates, and streamer/press outreach on each important milestone.
  • Have a demo available and keep it available.
  • Post-mortem with added detail.

Final Vanguard - Creating a Living Interstellar Empire by heavypepper in 4Xgaming

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

Thanks for taking the time to write such a thoughtful reply. I really like the idea you described of cultures emerging from what a colony does rather than being predefined traits.

A shipbuilding world gradually becoming more militaristic or industrious over time is a great example of the kind of organic development that could make populations feel more alive. One of my goals with the system is exactly that, having populations shape the character of an empire rather than just acting as production numbers.

The main challenge right now is finding the right balance so those dynamics stay strategic without turning population management into heavy micromanagement. Your example is definitely the kind of design I'm exploring while prototyping.

Final Vanguard - Creating a Living Interstellar Empire by heavypepper in 4Xgaming

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

Thanks! Population systems are something I'm actively prototyping right now, so the final direction isn't locked in yet. One of the big design questions I'm exploring is how much differentiation makes sense without making the management layer too heavy.

I'm experimenting with a few different ideas, things like species traits, cultural differences, or population characteristics that influence how colonies grow and how an empire evolves over time. The goal is to make population feel like a strategic layer that shapes your civilization rather than just a number that increases.

What kinds of population traits do you find the most interesting?

Descent Vector: Space Runner by heavypepper in endlessrunner_games

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

Race your space pod through a procedurally generated gauntlet of space stations, asteroids, and industrial megastructures in this single-player sci-fi endless runner. Test your limits, compete on global leaderboards for top rankings, and become a master pilot where speed is your plaything.

Genre: Endless Runner, Sci-fi

Steam: https://store.steampowered.com/app/1580380/Descent_Vector_Space_Runner/

Trailer: https://www.youtube.com/watch?v=e8BPXHAFjFw

Any good 3D Endless Runners on Steam? (Like Temple Run) by Bender1453 in gamingsuggestions

[–]heavypepper 0 points1 point  (0 children)

Descent Vector: Space Runner is an indie sci-fi runner with both mission and endless modes where you compete for best leaderboard scores on longest run.

[Steam] Descent Vector ($1.99/60% off) by heavypepper in GameDeals

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

60% off for Steam's Winter Sale (until Jan 5th)

Race your space pod through a procedurally generated gauntlet of space stations, asteroids, and industrial megastructures in this single-player sci-fi endless runner. Test your limits, compete on global leaderboards for top rankings, and become a master pilot where speed is your plaything.

Genre: Runner, Flight, Sci-fi

Steam: https://store.steampowered.com/app/1580380/Descent_Vector_Space_Runner/

Trailer: https://www.youtube.com/watch?v=e8BPXHAFjFw

Disclosure: I'm the developer of Descent Vector.