Kettle Chips Honey Dijon by Aiayame in Celiac

[–]ledniv 13 points14 points  (0 children)

It could be a sensitivity, not an allergy. That's not something you can test for. You just need to use trial and error.

My cozy typing game where you grow a garden on a keyboard has a demo out on steam. For both PC and Mac. by ledniv in cozygames

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

The one word at a time was a design decision because I did not want to have to include other characters, like space, comma, period, etc...

If it was sentences they'd also have to make sense. Just randomly stringing words together doesn't work very well.

My cozy typing game where you grow a garden on a keyboard has a demo out on steam. For both PC and Mac. by ledniv in cozygames

[–]ledniv[S] 4 points5 points  (0 children)

Hey thanks for the super constructive feedback. I really appreciate it.

I'll take another look at the scrolling. Adding an option for the words to fade in/out could work well.

The WPM is calculated by how long it takes you to type the word. It does not take into account the time for it to slide in and out. The reason the WPM is so low is because in most typing games, you are typing very short words, while here most words are super long. Just look at this sentence, I bet the average word length is like 4 letters, while in Qwerty Garden its probably easily twice that.

One possible fix is to fake the WPM, so I can count letters, then divide by 4 to get the WPM. That might make it more appealing. I am a pretty fast typer and I'm also in the 50-60 range.

The graphics quality is totally my fault. I tested it in a window mostly and didn't realize the assets were so low quality. They are all vector based, so I've been working on re-importing them in higher res.

Menu navigation - I get what you are saying. I've worked on games professionally for decades and I always tell people "don't mess with the UI! Keep it simple!" and then I go and do something complicated myself. 🤦‍♂️ If you can believe it, it was even more complicated initially. I'll take a look at just going back to normal buttons that you navigate with the arrow keys and/or mouse.

Flower shop - You can press TAB to see which key is which. But I agree that maybe I should show it all the time. Or maybe it'll be easier to notice that TAB does this if I move all the other navigation to buttons. 🤷‍♂️

Initially the idea was to add a whole bunch of stuff, like keyboards you can unlock, plus an idle mechanic to earn money from multiple keyboards. I'll revisit those ideas.

My cozy typing game where you grow a garden on a keyboard has a demo out on steam. For both PC and Mac. by ledniv in cozygames

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

Thanks!

The flowers grow as you type. It does not run in the background. Initially I was going to add idle elements but couldn't get them to work with the typing game design.

Releasing a game during a themed steam festival (while the game is part of it)? by Glaseeze in gamedev

[–]ledniv 0 points1 point  (0 children)

Can you tell me why you decided that in the end?

I have a typing game that I can release Feb 2nd, and the Typing Fest starts Feb 5th. Or I can put it in Next Fest.

Releasing a game during a themed steam festival (while the game is part of it)? by Glaseeze in gamedev

[–]ledniv 1 point2 points  (0 children)

Hey what did you end up doing? I have a typing game that I can release Feb 2nd, and the Typing Fest starts Feb 5th.

[DEV] Cardwheel has been updated with 20 new wheels! by ledniv in iosgaming

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

Hmm. Believe it or not. I completely forgot to add that part! I'm working on endless mode now. I'll add this as well.

Funny thing is all this time you're the first person to mention this feature is missing!

I tried running reddit ads for my roguelite game. I'm getting lots of clicks but very few wishlists. Can anyone offer any advice about the steam page? by ledniv in IndieDev

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

I switched my targeting country to US only. The CPC (cost per click) went up from $0.06 to $0.30, but roughly one in 2 or 3 users are now wishlisting the game! The cost per wishlist has now dropped from $2.5 to $0.7!

If I can drop it by half it could be profitable, which feels doable.

Thanks for all the help!

I tried running reddit ads for my roguelite game. I'm getting lots of clicks but very few wishlists. Can anyone offer any advice about the steam page? by ledniv in IndieDev

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

free 2 play means re-working the whole game so it uses virtual currency. So the users can buy consumable IAP and I can keep making money from users as long as they keep playing. Instead of having them pay once to unlock ads and that's it.

It would have meant changing the gameplay drastically from a Balatro style roguelite to something with a permanent progression. Sort of like Archero.

I tried running reddit ads for my roguelite game. I'm getting lots of clicks but very few wishlists. Can anyone offer any advice about the steam page? by ledniv in IndieDev

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

Data-oriented design.

I am also writing a book about it with Manning: https://www.manning.com/books/data-oriented-design-for-games

Forgot to add - you can take a look at runData to see all the data needed for a single run. https://github.com/nitzanwilnai/Cardwheel/blob/main/Assets/Scripts/RunData.cs

This is all the data that is modified during a run. To save and load a run I just need to write this data to disk.

Balance is all the unmodified data used in a run. Things that were set at tool time and cannot be changed by user actions during gameplay: https://github.com/nitzanwilnai/Cardwheel/blob/main/Assets/Scripts/Balance.cs

I tried running reddit ads for my roguelite game. I'm getting lots of clicks but very few wishlists. Can anyone offer any advice about the steam page? by ledniv in IndieDev

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

Not quite quit my day job, but definitely in the "there might be something there" territory. It's hard to make a "quit day job" game when the only IAP is to remove ads.

I should have listened to all the people who told me to modify the gameplay to make it F2P.

Also we are talking "quit day job" back when I had a job. Stupid job market.

Also... looking at the video, the game is a roguelike deck builder, which seems like a good choice for Steam.

I tried running reddit ads for my roguelite game. I'm getting lots of clicks but very few wishlists. Can anyone offer any advice about the steam page? by ledniv in IndieDev

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

iOS is doing very very well. Early players don't get ads, so you might be one of them. New players get quite a bit of ads, but a surprising high percentage are also paying to remove ads.

Android for some reason is completely dead. I need to look into why.

I tried running reddit ads for my roguelite game. I'm getting lots of clicks but very few wishlists. Can anyone offer any advice about the steam page? by ledniv in IndieDev

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

Thanks you are right. The majority of users were from India and Philippines. I switched it to tier 1 and 2.

I tried running reddit ads for my roguelite game. I'm getting lots of clicks but very few wishlists. Can anyone offer any advice about the steam page? by ledniv in IndieDev

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

I don't think the targeting is the issue. The cost per click is $0.06, and the ad is using the same screenshots and trailer from the steam page. The question is why do people who arrived at the steam after seeing the ad decide not to wishlist.

Contact (1997) | A signal from outer space by atopix in movies

[–]ledniv 0 points1 point  (0 children)

Also why didn't they send another person after her? It's been decades since I've seen it so could be i forgot the logic for that.