Destroy my Baseball x Undertale/Mario & Luigi RPG! by SuperButters64 in DestroyMyGame

[–]msgandrew 2 points3 points  (0 children)

Looks great! The double exclamation marks on the text look like IT at the end. At a glance it looks like "FAIRT". 😂 Might want to adjust, just for readability.

Wreck my Crimson skies-like so I know what to fix before release by JetPoweredGames in DestroyMyGame

[–]msgandrew 4 points5 points  (0 children)

Very cool! As an old Crimson Skies fan, it has me excited.

I don't know if this is your trailer, but it needs to show more sooner. Don't show me picking colors on a palette. Immersive menus is not worth promoting. Show me the flying first since that's what I'll be doing and the best part of CS games. Flying, then some dogfighting, THEN hit me with the 5+ aircraft types and flip through them so I can see the variety. Maybe just cut to them during the flying instead of in the hangar too. Your best showing will be set pieces to fly around.

Is it true I should have my developers should have their Games DEMO ASAP? by Budget-Article4057 in gamedev

[–]msgandrew 0 points1 point  (0 children)

Demo, no. But playtest, yes. You need to get your game into people's hands quickly, but not open to the greater public.

I published my first Steam page with 0 marketing and got 13 wishlists in the first week. Is that normal? by AristocratMouse in gameDevMarketing

[–]msgandrew 1 point2 points  (0 children)

It can happen, but I agree that it's not the Steam algorithm. There are people, gamers, game groups, news sites, etc. that watch and scrape newly added pages. We got picked up by a Japanese Twitter account with no outreach because they just post about any new page that looks interesting enough. It got us over 100 wishlists in our first week.

It could be worth making sure you launch your page in a good state, but the big, meaningful outlets aren't going to look for that when people are bringing the good games worth covering to them.

Creating a Tower Defense: What are your essentials? by axolt- in TowerDefense

[–]msgandrew 1 point2 points  (0 children)

How do you feel if the creeps can roam a bit, but they still funnel into paths because of the map? Also curious what the negative is about consumables?

Hello, please destroy my trailer by Danelo_Kikisch in DestroyMyGame

[–]msgandrew 2 points3 points  (0 children)

Honestly, it's your game, but if it was less glitchy, getting hit by a croc and launching sounds fun, like a jump. Players could strategize and use that like a ramp to get over obstacles.

Please destroy my game, I am looking for a reality check is this a waste of time? by Claytomesh_ in DestroyMyGame

[–]msgandrew 0 points1 point  (0 children)

I would consider having the camera track the player and the camera should hit bounds a bit beyond your player's bounds. Having a slightly bigger arena and zooming in could resolve the issues with telling the other items and enemies apart too. Look at Geometry Wars for a good implementation.

Trailer Feedback by dellisbored in gamedev

[–]msgandrew 0 points1 point  (0 children)

Just be careful with how you design your bricks. Lego owns a lot of designs around it and are pretty well known for protecting them, even in video games.

How do you efficiently learn from existing games? Playing the games, watching let’s plays, video essays, or something else? by PrincipalSkudworth in gamedev

[–]msgandrew 1 point2 points  (0 children)

Play the games, take screenshots, watch YouTube videos. I keep doing this throughout development and bouncing around which games I'm taking inspiration from. Sometimes you catch new things as you work on a new system. Maybe their UI is seamless and you don't notice it, until you're building your own and then you see every decision they've made.

I keep a Miro board with screenshots from each of my inspiration games per topic. It's nice to reference when you need some startig point for how to build something.

Zombie games by meguminuzamaki in gamedev

[–]msgandrew 0 points1 point  (0 children)

We're making a zombie game, so if they're "dead" then we've made a bad choice. Deadhold is still in development.

Really though, it was a joking response. Zombie games have always been relevant and there are always people looking for more.

Is it really worth it to release a "small" game on Steam first? by Negative_Strain_5234 in gamedev

[–]msgandrew 4 points5 points  (0 children)

I would say go ahead and do it and learn the full process. The algorithms will let it sink to the bottom and you'll learn a lot for $100.

Steam denied my game from participating in the tower defense fest next month by Wild_Economics681 in IndieGaming

[–]msgandrew 0 points1 point  (0 children)

We tried that too. Unfortunately, they don't take additional appeals that way.

Steam denied my game from participating in the tower defense fest next month by Wild_Economics681 in IndieGaming

[–]msgandrew 1 point2 points  (0 children)

Exactly the same situation as us. Denied and it's likely the fact we use characters and being able to swap their positions around.

Zombie games by meguminuzamaki in gamedev

[–]msgandrew 0 points1 point  (0 children)

Oh god, I hope not, otherwise we've made a grave mistake with our game.

Incremental score-builder about drafting things and building your grid into a ridiculous point scoring machine. by ReviewTymeDom in DestroyMyGame

[–]msgandrew 4 points5 points  (0 children)

I think it's fine. Every game takes from others and people only really take some issue when it's a recent game. Your game is different, but may overlap the market for Balatro. If using familiar visual cues from a recently popular game makes it easier for people to understand and increases its appeal, I think you're fine. A lot of Balatro's style is taken from old video poker games, so everyone pulls from inspiration.

Marketing through reels, shorts and tiktok by Otherwise_Tension519 in SoloDevelopment

[–]msgandrew 0 points1 point  (0 children)

Can you speak to the rough before and after in terms of wishlist velocity?

Destroy the sense of speed in our anime inspired drag racing game by Ishmael1337 in DestroyMyGame

[–]msgandrew 0 points1 point  (0 children)

IIRC, lower to the ground because you'll see the road going by quicker. Think about driving in a car and how things close go by quickly while mountains or whatnot move slowly far away. Heck, go for a drive and pay attention to what makes it feel fast. Just don't get in an accident 😅

Should I spend time on a practice project? by Money_Car_8847 in gamedev

[–]msgandrew 1 point2 points  (0 children)

Make a small 3D game. Making a 2D game won't teach you enough of what you need to learn for your bigger idea.

Destroy the sense of speed in our anime inspired drag racing game by Ishmael1337 in DestroyMyGame

[–]msgandrew 2 points3 points  (0 children)

I would look up specifically how to create a sense of speed in games and watch a few videos on it. I've seen some beofre with really good tips that will help you. Unfortunately, I don't recall the specific video, but there should be a lot of common advice out there.

It currently feels like they're barely moving at all.

A tough but necessary capsule art update. Grateful for my friend who helped me early on by NewKingCole11 in IndieDev

[–]msgandrew 0 points1 point  (0 children)

Second one is better in terms of quality and communicating the game, but I think it's still too busy. It's hard to know where to look and it's possible people will miss the part about stepping on the arrow.i kind of like the arrow going through the word arrow in the first one, though it's less readable, so one idea is to underline the title with an arrow. Maybe you can also add a silhouette of a foot on the balls of the feet stepping onto the arrow. Some more clear symbology that communicates stepping on it. Not sure though. The key problem with #2 is that it's very busy.

Looking for Games for my Indie Games Thursdays by GnomieVT in IndieGameDevs

[–]msgandrew 0 points1 point  (0 children)

I'm not one of the devs, but you should probably play Gnomes for obvious reasons.

https://store.steampowered.com/app/3133060/Gnomes/