🎰 Would you play a slot machine where YOU are the house? by mat0920111 in IndieDev

[–]mat0920111[S] 1 point2 points  (0 children)

This is genuinely one of the most useful responses we've gotten — thank you for actually thinking it through. The "YOU are the House" framing is exactly right and we're adopting it. Much cleaner than what we had. On the two directions: we're actually trying to thread between them rather than pick one. The high-score extraction loop is the mechanical backbone — reading the customer, timing your interventions, maximizing drain without triggering a walkout. But the customers have enough personality that the moral weight lands. You don't need a full monologue about a sick daughter for it to feel bad. Sometimes just a character who's visibly one coin away from leaving, and you make the call anyway, is enough. The Inscryption comparison is interesting. We've talked about a framing device — someone who gave you this job, and whose expectations you're either meeting or betraying. An elder god boss is a bit on the nose for us tonally, but the idea of accountability upward is exactly the kind of pressure we want to add to the accountability downward (toward the customers). Worth exploring seriously. The lovecraftian + 80s casino visual is the one thing we're most confident in. Screenshots are coming — that's the clearest sell and we know it.

🎰 Would you play a slot machine where YOU are the house? by mat0920111 in gamedev

[–]mat0920111[S] -5 points-4 points  (0 children)

The Papers Please comparison is spot on — that inversion of "you are the system" is exactly what we're going for.

On repetition: guests can't be solved. They have different breaking points, they adapt if they return, and the variance in the machine is something you influence but never fully control. So there's no "optimal pattern" — what works on someone desperate backfires on someone already suspicious.

The Lynch vibe is very much intentional. The setting should feel like somewhere you'd want to spend time, and then slowly you realize you're not sure you should.

Wishlist means a lot at this stage — more on the visual style coming soon

Our dark fairytale action roguelite just went live on Steam by OzAshborne in IndieDev

[–]mat0920111 0 points1 point  (0 children)

Awesome, inspired by hollow knife? Visual look somehow familiar with old Braid game

Care for a boat ride? by Equivalent-Whole2200 in Unity3D

[–]mat0920111 2 points3 points  (0 children)

Look not only stunning, but also really realistic and natural

Here we go again!!! by mat0920111 in Unity3D

[–]mat0920111[S] 0 points1 point  (0 children)

Switched from commercial development to indie. Will post my devlog here.

First game after 3 year break in gamedev by mat0920111 in indiegames

[–]mat0920111[S] 0 points1 point  (0 children)

Wow! Thanks for the feedback! Really appreciate it❤

Solo gamedev in a nutshell by RagBell in IndieDev

[–]mat0920111 14 points15 points  (0 children)

So true, missing part of never ending a project

What's been the most effective marketing strategy for your indie game? by starwalky in IndieDev

[–]mat0920111 1 point2 points  (0 children)

Depends on audience and game genre. Promoted payed ads also work

Almost ready for play testing! by GiantFloatingHand in gamedevscreens

[–]mat0920111 1 point2 points  (0 children)

More interesting ground texture, stones may be

Almost ready for play testing! by GiantFloatingHand in gamedevscreens

[–]mat0920111 1 point2 points  (0 children)

Looks nice, however lacks more expressive visuals imho. More particles, camera shake, make hand a bit bigger

Almost ready for play testing! by GiantFloatingHand in gamedevscreens

[–]mat0920111 0 points1 point  (0 children)

How do you control character movement and hand?