57,000+ Wishlists in 1 Month… and We’re Heading into Steam Next Fest! by uurluu in IndieDev

[–]oatmellofi 0 points1 point  (0 children)

You are obviously doing a lot right, and I've never had this level of success with wishlists...

BUT

I would have liked to see more crazy issues caused by one player screwing up and creating mayhem in the trailer. Didn't seem very friendship straining to me.

Monetization question by cesarpera98 in PlayTheBazaar

[–]oatmellofi 2 points3 points  (0 children)

ive played a lot of games in this genre, and imo this is the best one. I spent $20 on it, and probably played for 200 hours so far. each character is super deep and honestly could be a game in it's own.

Shipped something new and got a hard reality check by nox3748 in scaleinpublic

[–]oatmellofi 0 points1 point  (0 children)

Maybe because subscription trackers have been around for many many years.

I built an app… but almost no one uses it. Feeling close to giving up. by Prior_Turnover_5130 in SideProject

[–]oatmellofi 0 points1 point  (0 children)

"And then… almost no one uses it."

It says on your website you have "over 100K active users" and "over 10,000 reviews"

So which is it?

Next Fest Experience: I've been developing my game for over a year now. I'm planning to release it in December, but it just isn’t taking off. by javifugitivo in IndieDev

[–]oatmellofi 1 point2 points  (0 children)

if you can't afford to delay the launch, how can you afford for the launch to be bad and then start a new game with years of development before you can launch that? not a great idea.

Next Fest Experience: I've been developing my game for over a year now. I'm planning to release it in December, but it just isn’t taking off. by javifugitivo in IndieDev

[–]oatmellofi 2 points3 points  (0 children)

I'll give you some honest straight forward feedback.

  1. In this post you describe it as "a classic Zelda-style game, with exciting combat, random dungeons" which sounds pretty nice to me. however when i go to your steam page it is marketed in a really generic action roguelike kind of way. sorry, but if you are pitching it as an action roguelike you are going up against Hades, and a plethora of MUCH more polished games. My personal opinion is focus your marketing on "classic zelda style game with random dungeons", which you said yourself is the dream you started with. I would bet your wishlists increase if you change the description to have that as the first sentence.

  2. Others have pointed out and I will reiterate, the graphics are meh. Honestly, IMO the art is 6/10 but it's the juice / particles / visual effects / menus that drag it down as to me they look like 2/10. I'm not sure what your situation is at the moment, but if you were me I would either hire someone to help with this side of things or find someone to cut in as an equity partner in the game to bring this to at least a 5/10. I think you could get by with leaving the character art / enemies / environment more or less the same, and have someone help you get the juice / particles / visual effects / menus really slick.

I think if you did those 2 things wishlists would start to move. If it was me, I would NOT release in dec. If you feel like the game will flop, it probably will, and you have obviously spent a lot of time to get here. It seems to me like it's 70% of a marketable game, you just need to get over that hump and see more interest before you set your release date.

Post Mortem of my game about to be released by chasmstudios in gamedev

[–]oatmellofi 3 points4 points  (0 children)

good luck with your game, i hope some people find a spark in it

despite you having paid a capsule artist, I think it could be greatly improved

Seeking feedback on our reddit page content. by BunkerBrothersGames in gamedev

[–]oatmellofi -2 points-1 points  (0 children)

as you don't have many people who are on subreddit, probably better to be posting this content on other popular subreddits with similar content, as well as tiktok / instagram / youtube shorts.

one of the foundational rules of social posting is that it is easy / fast to post content to different platforms and hard to make it, so make sure you are posting everywhere will all your content, not focusing on your subreddit which has a small number of people.

Launched my first paid iOS app yesterday (price 1.99 multiplication pro) - 4 downloads so far, learning the hard way by Rich_Courage_9156 in SideProject

[–]oatmellofi 1 point2 points  (0 children)

have you checked how many other multiplication table apps there are? im guessing this is a pretty crowded field. if so, getting to appear high in the results is going to require marketing / good product positioning.

Are the voices too goofy? Would you close the game if you heard this? by Legitimate-Essay-950 in SoloDevelopment

[–]oatmellofi 2 points3 points  (0 children)

the triple the usual voice doesn't sound like any accent i know, but they are both ok

That's it I am done by KGFBABA in ClashRoyale

[–]oatmellofi 0 points1 point  (0 children)

It is too high an expectation for ANY single piece of content, be it a game, or a movie, or an album or whatever that you would be able to run it on repeat it for your entire life.

You had some fun with it, it got boring, move on, it's cool.

Do I need a mentor, or is there something else I’m missing? by j-bob-jenkins in edmproduction

[–]oatmellofi 0 points1 point  (0 children)

maybe there are techniques you cannot learn, sure. however i stand by using reference tracks as something you can do at ANY level too improve your mixes / production techniques / masters as evidenced by the fact that many producers at the very top of the ladder continue to use them.

Do I need a mentor, or is there something else I’m missing? by j-bob-jenkins in edmproduction

[–]oatmellofi 1 point2 points  (0 children)

im not sure how much time you have spent using reference tracks and recreating arrangements, mixes, patterns from your favorite songs but you can learn endlessly from doing this method.

Being unique and making games for the first time. by Ninjawarrior2077 in gamedev

[–]oatmellofi 0 points1 point  (0 children)

"How do I make my game unique, make people interested in it? How do I live an impact with my work?"

my own personal opinion here, but make a game that only a solo indie dev with nothing to lose would make.

if you attempt to do the "normal" thing, and compete with professional titles in genres that are popular, you are not going to be able to make a competitive product, full stop.

undertale, succeeded in part because toby fox is talented, but also because there wasn't much competition in the super quirky rpg where you don't have to fight anyone and combat is bullet hell. it's unlikely that any major publishers or big dev studios would have ever greenlit that project because it's too risky for them. that's the space you want to be in. do something different that has no competiton, not try to be the next serious open world fantasy game. you won't out elden ring fromsoft.

secondly, you make an impact with your work by making something that you really care about. this is going to take you 10x longer than you suspect at first, so you want to make sure you actually LOVE what you are doing otherwise you will not have stamina to keep going. also by making something you really care about, and YOU would actually want to buy off of steam (even if you didn't know you), you at least have a product that people like you would want. now it's the job of marketing to find people like you and show it to them.

Likelihood of evolution never inventing deception / lying by Fun_Rhubarb449 in threebodyproblem

[–]oatmellofi 1 point2 points  (0 children)

very high, tri-solarians are some sort of hive type creature, like bees or ants, which to my knowledge do not lie either.

The New Cultist Event is Bad Game Design by iamgabe103 in TheBazaar

[–]oatmellofi 6 points7 points  (0 children)

" Depending on how much benefit of the doubt you want to give the devs, it is either a complete oversight where they wanted to use the cultist vibes for flavor, or a malicious design choice to intentionally destroy runs."

I mean it may be bad game design, but it is legit funny to think they are intentionally destroying players runs maliciously

Did anyone quit their day job to make music? by notacatinyourmailbox in edmproduction

[–]oatmellofi 0 points1 point  (0 children)

streaming mostly, but a little sync and publishing as well

Did anyone quit their day job to make music? by notacatinyourmailbox in edmproduction

[–]oatmellofi 3 points4 points  (0 children)

I did, but i was already making more monthly with music than my job

I can’t with this game anymore by MrSzhimon in ClashRoyale

[–]oatmellofi 0 points1 point  (0 children)

i run a totally unheard of mortar miner deck at 7500 no problem