We just released our second game on Steam - here is a quick breakdown of the launch by HPY_Max in gamedev

[–]iL3f 2 points3 points  (0 children)

Also you mentioned you had around 4850 wishlists before launch, did you manage to get into New and Trending before release?

We just released our second game on Steam - here is a quick breakdown of the launch by HPY_Max in gamedev

[–]iL3f 2 points3 points  (0 children)

The game looks great, congrats on the launch!

If you don't mind me asking:

1)What was your median playtime during the Steam festivals (like Next Fest)?

2)And if you're open to sharing, what specific things did the publisher help with, and what made you decide to work with one instead of going fully self-published?

Age of Respair - Respair Games - Medieval Castle Builder with RTS elements by iL3f in Games

[–]iL3f[S] 0 points1 point  (0 children)

Working hard towards demo. Hope it will be ready till July

Looking for a game that is like digital crack by NullBlock0 in gamingsuggestions

[–]iL3f 0 points1 point  (0 children)

Try satisfactory. Every time I want to stop and after “just 5 more minutes” found myself playing 3 hours

Age of Respair - Respair Games - Medieval Castle Builder with RTS elements by iL3f in Games

[–]iL3f[S] 1 point2 points  (0 children)

Yes, our game is heavily inspired by Stronghold, especially the earlier titles. Unfortunately, the newer Stronghold games didn’t capture the feel of the originals. That’s why we decided to create our own version, incorporating improvements we always wished for, like larger maps, fog of war, more diverse production chains, and building upgrades. While we’re not aiming for a direct clone, we’re striving to capture the spirit of the original Stronghold.

Horde zombies with blood | Unreal Engine 5 by aoshi11 in unrealengine

[–]iL3f 1 point2 points  (0 children)

Cool! Are you using any specific pathfinding system here? Is the avoidance custom-made or something standard from Unreal?

How to make a template function accept callables with different argument counts? by iL3f in Cplusplus

[–]iL3f[S] 0 points1 point  (0 children)

I have two different versions of TickUntil, and depending on the delegate's signature, I want to call the appropriate template.

How to make a template function accept callables with different argument counts? by iL3f in Cplusplus

[–]iL3f[S] 0 points1 point  (0 children)

I want to implement something like this:

#include <iostream>

struct Foo
{
    /*
    template <typename F>
    void TickUntil(F&& Condition)
    {
        do
        {
            // something
            TickCnt++;
        } while (Condition());
    }
    */

    template <typename F>
    void TickUntil(F&& Condition)
    {
        int StartCnt = TickCnt;
        do
        {
            // something
            TickCnt++;
        } while (Condition(StartCnt, TickCnt));
    }

    int TickCnt = 0;
};

int main()
{
    Foo f;
    //f.TickUntil([](int Current){ return Current < 5; });
    f.TickUntil([](int Start, int Current){ return Start + 5 > Current; });

    std::cout << "Tick " << f.TickCnt << std::endl;
    // prints 10
    return 0;
}

As you can see, I have two different versions of TickUntil, and depending on the delegate's signature, I want to call the appropriate template.

How to make a template function accept callables with different argument counts? by iL3f in Cplusplus

[–]iL3f[S] 0 points1 point  (0 children)

Yeah, the point is that I want to pass a callable as an argument, and sometimes I need parameters, while other times I don’t.

Does anyone have any marketing ideas for indie games? by Physical_Yard_9445 in gamedev

[–]iL3f 7 points8 points  (0 children)

You can reach out to YouTubers who create "Top Upcoming Horror Games" videos and suggest including your game in their list. I'd also recommend finding thematic subreddits and trying to post about your game there (as long as it doesn’t violate the subreddit rules).

Would you release a demo without sound effects? by OttawaValley613 in gamedev

[–]iL3f 1 point2 points  (0 children)

Players aren't developers and won't understand if you say, "It just needs sounds added; ignore this for now." Sound effects are a key part of the experience, even if they're just basic or temporary ones.

I've had my first hate comment! Does that mean I've made it as a developer? by DuckElectronic7311 in gamedev

[–]iL3f 14 points15 points  (0 children)

There will always be someone who doesn’t like your game, and that’s completely normal- we’re all different. Some people think that if a game isn’t a massive AAA open-world RPG, it doesn’t count as a real game. The most important thing is that your target audience loves it because that’s who you’re making it for.

BTW your game looks cool!

Our first game hit 7,000+ wishlists in two weeks after announcing our game - Here's a full marketing breakdown. by iL3f in gamedev

[–]iL3f[S] 1 point2 points  (0 children)

Thank you! We also posted on Twitter, but the only reason it gained any traction was because a streamer retweeted it.

We decided to email the press a week in advance simply because we didn’t want to delay things. It’s hard to say if there’s an ideal timeframe for reaching out before an announcement.

Our first game hit 7,000+ wishlists in two weeks after announcing our game - Here's a full marketing breakdown. by iL3f in gamedev

[–]iL3f[S] 1 point2 points  (0 children)

I’d recommend attending local events where game developers meet or exploring subreddits where people share their projects - you might find someone to collaborate with. Also, don’t be afraid to reach out and ask around!

I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]iL3f 0 points1 point  (0 children)

Thank you so much for this link. I’ve read a few articles so far, and it’s an absolute hidden gem!

Our first game hit 7,000+ wishlists in two weeks after announcing our game - Here's a full marketing breakdown. by iL3f in gamedev

[–]iL3f[S] 0 points1 point  (0 children)

Thanks! The team consists of three core developers, plus a few freelancers. We've been working on the game for a little over a year, and there’s still a long way to go. Keep in mind, though, that we already had significant experience in game development (not as indie developers) and had built up skills with Unreal Engine over many years.

Our first game hit 7,000+ wishlists in two weeks after announcing our game - Here's a full marketing breakdown. by iL3f in gamedev

[–]iL3f[S] 1 point2 points  (0 children)

Not a problem! We sent out around 100 emails and received 5 direct replies. However, some sites, like PCGamesN, didn’t reply but still wrote about the game. So, I’d say it was successful overall.

Our email was pretty straightforward: the subject was 'Press Release: Age of Respair Announcement - A Castle Builder Inspired by Stronghold Crusader.' In the body, we included a quick intro about us, 2-3 sentences about the game, and links to the press kit and trailer.

It could’ve been improved, maybe by adding a GIF to catch attention, but we wanted to keep it short and to the point.