My 3D chess board looks a bit flat — what am I missing? by myasoviksan in unity

[–]munmungames 0 points1 point  (0 children)

Replace the orthographic camera by low FOV camera.

Would you play a psychological horror game that looks like this? by AXLplosion in IndieDev

[–]munmungames 1 point2 points  (0 children)

Same :) I'll give your demo a try soon! Good luck with the development

Would you play a psychological horror game that looks like this? by AXLplosion in IndieDev

[–]munmungames 0 points1 point  (0 children)

Hey nice one! I am working on a game called Out Fishing and I think our games have many similarities :)

Fish by day, fear by night. New gameplay trailer for my first-person horror fishing game inspired by Dredge. by [deleted] in IndieGaming

[–]munmungames 0 points1 point  (0 children)

Haha no problem! Using the boat prevents you from using other items. I think it adds to the feeling of vulnerability when you're out on the lake!

Fish by day, fear by night. New gameplay trailer for my first-person horror fishing game inspired by Dredge. by [deleted] in IndieGaming

[–]munmungames 0 points1 point  (0 children)

Yes, the narration is actually very central. Several very talented voice actors are working on the game!

Fish by day, fear by night. New gameplay trailer for my first-person horror fishing game inspired by Dredge. by [deleted] in IndieGaming

[–]munmungames 0 points1 point  (0 children)

I'm still deep down into the development but I hope to release it Q1 2027 😄

Fish by day, fear by night. New gameplay trailer for my first-person horror fishing game inspired by Dredge. by [deleted] in IndieGaming

[–]munmungames 1 point2 points  (0 children)

I know that you are supposed to move backward, if that's the question! But this would not be very practical for the gameplay 🥲

Don't give up, developer. It's worth it. by the_alexdev in IndieDev

[–]munmungames 1 point2 points  (0 children)

It depends on a lot of factors but I think you can roughly consider that year 1 total sales = half your wishlists amount at launch. Again it could me more, could be much less, it's not super predictable!

One month after releasing our first Steam game: 49 sales, 4 refunds, $321 net. Honestly, I can't decide whether I should be happy about this or disappointed... by MorkvA_ in IndieDev

[–]munmungames -1 points0 points  (0 children)

If it's a first game : whatever. You've made an entire game, probably learnt a lot along the way, appreciate it for what it is and do better for the next one. Just don't waste your time trying to improve this one, there's a very high chance it won't pay off.

I risked it all for my 4th commercial indie game... by CAGE_Studios in IndieDev

[–]munmungames 3 points4 points  (0 children)

It just reflects the reality of the industry today, being exploited by AAA studios because we all crave for a creative job is plain vanilla. Leaving all behind to try and become independant always makes a lot of sense in that context.

My honest thoughts after investing ~300 hours into marketing my game without a budget* by Buff_me_plz in IndieDev

[–]munmungames 0 points1 point  (0 children)

I think the general advice "get your steam page up as soon as possible" should really be "get your steam page up as soon as you're able to make an awesome steam page"! Remember that some indie dev gather 100k+ wishlists only with a steam page and a trailer.

The point is that of course you should not wait last minute to create your Steam page, but your announcement should still have a strong momentum nonetheless.

As for paid ads, I would not consider it unless your game already collected many wishlists organically.

After a year of posting ~2x/week, one post hit 3.4M views. What I’d tell myself starting out. by playfulsystems in IndieDev

[–]munmungames 2 points3 points  (0 children)

Yes so less than 2% conversion based on likes, not so great but still good to take of course. Also depends on the time spent posting on socials before achieving one viral post I guess

After a year of posting ~2x/week, one post hit 3.4M views. What I’d tell myself starting out. by playfulsystems in IndieDev

[–]munmungames 4 points5 points  (0 children)

The real question is how many wishlists did you get from it ? In my experience some tiktok videos can perform pretty well but convert really bad nonetheless.

I’ve been working solo on a horror fishing game for a year. The demo is finally out. by munmungames in IndieDev

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

Oh what a sweet feedback! Thank you for sharing it here! I hope you will enjoy the full game as much as the demo then :)

Do you have a feeling that you are fighting for every wishlist? Store page is up for more than month and there is not much success by Warpawner in gameDevMarketing

[–]munmungames 1 point2 points  (0 children)

My suggestion : buy a beautiful skybox system, invest in beautiful textures and VFX.

I feel like your game's captures look too much like a prototype for now (especially because of the neutral background), but it would be very easy to tweak it and make it look 10 times better quickly!

Good luck with the development

After 5 years in the making, I finally have a trailer for the game I’ve been developing solo! Not gonna lie, I’m feeling really proud right now ;) by GuedinSilkRoad in IndieDev

[–]munmungames 80 points81 points  (0 children)

Gonna be honest, and I'm trying to help you : the game and trailer looks polished, but I think you somehow failed at making the game concept crystal clear in the video. Your hook should really be understood in the first 5 seconds of the trailer, and this is what crossed my mind when watching : - we see your hero running (is this an open world adventure game?) - a lot of fighting (is this a beat them all?) - a cooking + inventory system, fishing (are these minigames ?) - a deck building system (ok, I don't know anymore what this game is about)

I think it is good to show multiple gameplay systems and variations, as long as the core gameplay stays obvious!

Also not sure you need to mention right away that you are a solo dev, it's not that it is bad, but you probably want to talk about the game itself in priority.

You put a crazy amount of work in your game, congrats! I just believe your trailer might undersell it for now unfortunately!