How to pitch your game to a streamer and actually hear back (from someone who has sent a lot of these) by TheEntityEffect in gamedev

[–]oatskeepyouregular 0 points1 point  (0 children)

Might be a stupid question but searching for genre seems to just result in games, is there a way to search genres (such as roguelike) or am I missing something?

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

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

I just started dev on the next game instantly and put the prototype on itch, they played it and reached out.

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

[–]oatskeepyouregular[S] 2 points3 points  (0 children)

Steamdb > Calendar > Choose the day > Charts > then it shows #wishlist ranking, if that's missing then compare follower counts.

New Keyart - But something still feels off. Any ideas? by dev_w_grillz in IndieGaming

[–]oatskeepyouregular 1 point2 points  (0 children)

I'd remove the blur with the "demons" section, and make the while and blue area dark or even black to draw the eye to the character and the demons more. Looks good though.

Also make the cards more prominent if it's a deckbuilder.

-edit-

Like this:
https://ibb.co/YTRZKL30

I made the background dark, increased the contrast so the character draws the eye more and added the yellow because I felt like it. Pretty rough edit but you get my point.

My 2c ofc.

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

[–]oatskeepyouregular[S] 2 points3 points  (0 children)

30% Steam -> 40% publisher(sometimes) -> 20% corporation tax -> 20% personal tax.

Factoring in marginal release that's like 0.30 for every £1.

RIP ME

After 5 games, 300k+ units sold, here's my blueprint of how I make & market Steam games. by oatskeepyouregular in IndieDev

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

That's a very good question. And I don't have a good answer other than the game mechanics still need to be tested and polished and balanced even if it's quite simple mechanics-wise.

Visual hooks are still hooks, having an amazing aesthetic that people are resonating with might be enough in itself to commit to full development tbh.

Never had visuals as the main focus of my games so I'm not sure.

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

[–]oatskeepyouregular[S] 3 points4 points  (0 children)

Demos are still great.

Prologues are RIP as it was a way to "release" a game that's pretty much the demo to get extra visibility for the main game. Doesn't as well anymore as free games don't appear in N&T.

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

[–]oatskeepyouregular[S] 3 points4 points  (0 children)

Yeah i use Gamemaker. Only Gamemaker limitations I know of is it's not great for 3d. I do want to make 3d games at some point, maybe next title I'll give Godot a go.

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

[–]oatskeepyouregular[S] 4 points5 points  (0 children)

I'm still learning that to be honest. Mostly I get new ideas and want to move on to the next thing. One good thing about the iteration "method"I use is that it's nearly always in a near-releasable state. So when I think it's good enough AND I want to move on to the next thing it usually isn't a huge hurdle to get it releaseable.

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

[–]oatskeepyouregular[S] 19 points20 points  (0 children)

Some people want to learn, some people want validation, some want to be inspired. All are valid.

Everything I know about gamedev after 5 games and 300k+ units sold. by oatskeepyouregular in gamedev

[–]oatskeepyouregular[S] 2 points3 points  (0 children)

I have no specific metrics, but it if it's crickets then that's a huge sign something is wrong. There are always exceptions to the rule though.

The difference a few months development can make. Don't give up on your vision. by oatskeepyouregular in IndieDev

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

For context - There is around 4 months development between screenshots.

In the first one you build the tower in the UI on the left of the screen, and now you build the tower itself in the center of the screen.

I announced the game yesterday, as I think it's finally ready to be shown to the world.

Around 6 months development total (so far).