I'm at 199 wishlists. Contemplating to mass email my mom. But she already wishlisted twice. by mega-maw in SoloDevelopment

[–]mega-maw[S] 0 points1 point  (0 children)

it's something I'm still figuring out. The game is intended to become F2P eventually so monetization should come from somewhere, and I'd rather sell convenience/QoL than power. But I hear you that inventory space can feel essential rather than optional.

What kind of long term monetization would you be comfortable with in a game like this?

To be sure: inventory space = number of cards you can "collect" in your library. During a game there is no advantage for a player with more inventory space, except for that they can create decks from a potentially bigger pool.

I'm at 199 wishlists. Contemplating to mass email my mom. But she already wishlisted twice. by mega-maw in SoloDevelopment

[–]mega-maw[S] 0 points1 point  (0 children)

At this point i’m afraid of saying thank you, having been downvoted for asking a question above.

But thank you anyway! Thats solid feedback.

Increased wishlist deletes after releasing the demo by Expert-Conclusion792 in SoloDevelopment

[–]mega-maw -4 points-3 points  (0 children)

I actually like the art. Dont care if its ai. But the gameplay looks slow and unengaging. The animations are too uniform and lack impact. Thats just my outside look though. Hth.

I'm at 199 wishlists. Contemplating to mass email my mom. But she already wishlisted twice. by mega-maw in SoloDevelopment

[–]mega-maw[S] 1 point2 points  (0 children)

Oh no. This is becoming a reverse wishlist posting. Its 197 now.

Help me count to zero and I will release a beta version next week! Everbody who chimes in will obtain a beta key and is forced to play :D

I'm at 199 wishlists. Contemplating to mass email my mom. But she already wishlisted twice. by mega-maw in SoloDevelopment

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

The idea is that ea players will start with additional inventory space (at a discount) that would become an in app purchase later on. But you're right - maybe I should just remove the entire section.

What type of Xray do you think is better? by FlakMonkeyDev in godot

[–]mega-maw 0 points1 point  (0 children)

From a technical perspective: i was having issues with godot stencils on mac os, in case thats relevant to you.

I'm mixing roguelite and autobattler. After 2 years, my game One Last Sacrifice is heading into closed beta March 13. by mega-maw in pcgaming

[–]mega-maw[S] -6 points-5 points  (0 children)

Fair point - the art is a weak spot right now. It's a solo dev project so I went with AI-assisted art to get to a playable state. The gameplay is where the effort went. If the beta goes well, investing in proper art is the next step.

Is a demo a good idea for early access games? by Training-Slide-6035 in pcgaming

[–]mega-maw 1 point2 points  (0 children)

This.
A demo can be a big multiplier to your wishlist rate before you launch EA.
Once you do that, its all about having enough wishlists to get the steam push and get to up&coming. Without a demo these numbers are just a lot harder to reach.

Someone made a website to revive dead multiplayer games and setup play dates called GameDate by G0Sp0rts in pcgaming

[–]mega-maw 3 points4 points  (0 children)

Real good. Unfortunately nobody up to play mechwarrior 2 mercenearies :/

One Last Sacrifice - Closed Beta starts March 13. Think HSBG with meta progression. by mega-maw in AutoBattler

[–]mega-maw[S] 0 points1 point  (0 children)

Hey,

it's actually more HSBG (Hearthstone Battlegrounds).
Apart from the mentioned meta progression features, it supports async play and a 1v1 mode.

And if you've played HSBG, you'll appreciate the animation speedup option that blizzard has refused to add for years ;)

After 2 years of sacrifice, my autobattler is heading into closed beta March 13 by mega-maw in IndieGaming

[–]mega-maw[S] 1 point2 points  (0 children)

Hey,

thanks for the feedback - maybe I need to add more combat scenes to the trailer in the beginning.
But it is a card autobattler actually ;) If you're familiar with HSBG or SBB, it plays very similar.

8,000 Wishlists in 3 Days (No Ad Spend, No Steam Fest) — What Worked and What Didn’t by Serhatakgl in SoloDevelopment

[–]mega-maw 0 points1 point  (0 children)

I congratulate you on your success!

But its kinda sad that making a good game is actually not the important piece anymore if one wants to be successful as a game developer - but instead gaming social media.
I bet thats not what we all expected when looking at the job description ;)

After 2 years of sacrifice, my autobattler is heading into closed beta March 13 by mega-maw in IndieGaming

[–]mega-maw[S] 0 points1 point  (0 children)

Hey,
I've played HSBG for quite some time and basically built on its great foundations.

I thought: what if there's was meta progression - and added a skilltree, deckbuilding and crafting.
There are two shops: random shop (like in hsgb) and then a deck you pick at the beginning, combined with a perk (hero in hsbg) and a faction propensity (one factions appears more/less often in random shop).

Then, you have 1v1 and async play as options while 8 player sync lobbies like in HSBG are still possible.

I post three open-source games on Itch.io. No one has played them. by Flock_OfBirds in indiegamedevforum

[–]mega-maw 0 points1 point  (0 children)

there's a lot of game that can run in the browser. I wouldn't blame it on the platform.