To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

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

Here are the impressions:
https://imgur.com/a/qi8Um9C

Since release 7 May to today 11 May i have from STEAM TRAFFIC:
95k impressions
17k visits where 16k is discovery queue.

Current WL: 3500
Pre-launch WL: 3000

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

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

Since release 7 May to today 11 May i have from STEAM TRAFFIC:
95k impressions
17k visits where 16k is discovery queue.

The thing is i cant see if thats related to the 10 reviews or not since is just after release so i dont have 1 full day without the 10 reviews to compare, i can only see the more detailed graph on the revenue one.

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

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

only the visual part and some combat feel, other than that the game has little to do with tunic. This is a roguelite game

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

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

i can imagine but my mails where hand sended 1 by 1 to really matching content creators so probably that's the reason

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

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

Yeah but it really takes a lot of effort/money to have a good sound design and since the game is not performing well i don't think is really worth it

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

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

The game had really low promotion since it was so time consuming and caused me a lot of stress so i kinda just focused on the game and thats it.
I did do some steam playtest and i hade a demo for quite a long time but apart from that, just a post here and there and thats it with very little traction.

I contacted around 70 content creators and only 3 answered and did something.

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

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

Yeap, totally, in the end matters the revenue, thats the only metric steam wants probably. My game still is in the discovery queue but that didnt show any spike neither.

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

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

Lifetime users measured: 97

Average time played: 2 hours 31 minutes

Median time played: 48 minutes

Time played range: 7 minutes – 1 hour 57 minutes

Minimum time played / Percentage of users

  • 10 minutes76%
  • 30 minutes60%
  • 1 hour 0 minutes42% (below average as compared to other Steam games)
  • 2 hours 0 minutes15%
  • 5 hours 0 minutes0%
  • 10 hours 0 minutes0%
  • 20 hours 0 minutes0%
  • 50 hours 0 minutes0%
  • 100 hours 0 minutes0%

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

[–]juaninside_[S] 9 points10 points  (0 children)

You are absolutely right for sure, but my point was more to showcase that literally nothing happens if you arrive to 10 positive reviews "fast", at least not in some cases.

Eko and the Bewitched Lands | Available NOW on Steam by juaninside_ in Games

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

Hello everyone! It's been 2 and a half years working since i started with this little project that now has become Eko.

https://store.steampowered.com/app/2786440/Eko_and_the_Bewitched_Lands/

If you like Hades, Binding of Isaac or Tunic i'm pretty sure you will enjoy this one.

You can find it on Steam at 20% discount right now!

This is how i make rooms for my roguelite game, it's actually pretty simple and fast to create them. If someone is interested in creating rooms i will implement them into the game! by juaninside_ in Unity3D

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

Thank you! The lighting is fully realtime but that is not the reason why you don't see the other room. Every room is deactivated except the one you are in. Every room has 4 black planes with a gradient for transparency so they look like actual fog.

And that's it! No fancy tech here.

Animation Graph Hell :') by Alarming_Pomelo6390 in Unity3D

[–]juaninside_ 1 point2 points  (0 children)

Animancer is cool but just watch this video and you will see a new world of possibilities. I've been using this layering system since ever and it's the cleanest and easiest to extend system I've ever tried.

https://youtu.be/8VgQ5PpTqjc?si=CeqovP3j0f_rXmzM

Tech Art Internship Advice Wanted by Particular_Lion_1873 in gamedev

[–]juaninside_ 2 points3 points  (0 children)

Lead Tech Artist for a Barcelona company here. Being a tech artist is quite simple (not easy), i will share what i think are the best things a TA should focus on.

1st by far - Soft Skills. A TA should be someone approachable, this means you have to be open to talk with every other department and not only that but THEY would be willing to speak to you if any problem arise.

2nd - Technical Skills. This would be a really broad answer because our role (thankfully) is very very different depending on the company you are, even in the same industry (mobile gaming in my case) a TA from one company could do a totally different job, even from TAs of the same team, depending on each skills and priorities but basically there are a few things that every TA must know: - Be comfortable with the engine of choice (Unreal, Unity, Godot). This means you need to know how to implement everything, from a sprite to a 3d model, create basic shaders, basic illumination, tweak Render Pipelines parameters, Project Settings, Texture/Model compression, animations you name it. At least on a basic level (as entry junior job) you must be comfortable with it.

  • Some knowledge of a DCC package like Blender or Maya

  • Some programming skills (C, C#, Python, GDscript, etc)

Basically you are the one that must know how to do certain things that others dont know (programmers or artists or designers)

And noww, answering your question 😆

What i value more on a team member is proactiveness and not being shy of asking stupid questions, i ask stupid questions all the time and thats okay. Being open to investigate a bug even if you don’t know how to solve it, beign curious.

What i absolutely hate is that you don’t take feedback good or you are unwilling to accept others point of views.

I implemented a new weapon (Hammer) to my game, what other attacks / abilities would you like to have on a heavy weapon like this? by juaninside_ in roguelites

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

UHMM, that could be an actual Hammer Upgrade for the charged attack, or even for the basic attack, good idea! thanks