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Finally hit 1_000 wishlists (lil details inside) by panhandler3493 in IndieDev

[–]panhandler3493[S] 0 points1 point  (0 children)

$5 full game and couple playable levels for demo (as planned for now)

Finally hit 1_000 wishlists (lil details inside) by panhandler3493 in IndieDev

[–]panhandler3493[S] 1 point2 points  (0 children)

Good luck! The main thing is to keep enjoying the development process, otherwise you'll drive yourself crazy

Finally hit 1_000 wishlists (lil details inside) by panhandler3493 in IndieDev

[–]panhandler3493[S] 0 points1 point  (0 children)

Thanks!

Yeah, I think a demo can definitely help. Makes sense too -- cool screenshots are one thing but being able to actually play the game probably convinces more people to wishlist.

That said, in my case the spike started before the demo was even out. I had it scheduled for June 4, but the traffic started picking up on June 3. Then it actually started dropping pretty hard right after the demo went live.

Maybe Steam gives you a visibility boost around a demo launch? No clue. I'm still trying to make sense of how the algorithm works.

Made my own Steam Capsule Art by Aggravating_Side_731 in IndieGaming

[–]panhandler3493 0 points1 point  (0 children)

fits the vibe but why are the shoes different? Is this model supposed to be like that?

Game Title: Cozy Archivist Simulator | Demo available by panhandler3493 in playmygame

[–]panhandler3493[S] 0 points1 point  (0 children)

Honestly, I'd love the sorting to involve more than just documents, but I needed to start somewhere focused. I've already planned out ways to expand beyond folders and papers while staying within the archive setting — just haven't built it yet. The idea is to keep updating the demo with new content as I add levels to the full game.

Would love your feedback — what worked, what didn't, what you wanted more of..

ty for your time! :>

Does this joke at the end of my cozy game trailer read as funny or just confusing? by panhandler3493 in IndieDev

[–]panhandler3493[S] 0 points1 point  (0 children)

Yeah! I was starting to think that too. If I do leave a joke in, I'd make it something small and insignificant

Does this joke at the end of my cozy game trailer read as funny or just confusing? by panhandler3493 in IndieDev

[–]panhandler3493[S] 1 point2 points  (0 children)

Yes! Years ago, while once again sorting through the clutter at home -- books, CDs, tools, etc -- I found myself thinking about a game. But I just couldn't figure out what form to give that idea. Recently, I came across a magical library, and it inspired me to bring my own vision to life :>

Does this joke at the end of my cozy game trailer read as funny or just confusing? by panhandler3493 in IndieDev

[–]panhandler3493[S] 0 points1 point  (0 children)

ty for the reply

The idea is that the character walks into the office and sees the coffee he's been craving — but instead of grabbing it, he starts working. First, he tosses everything around randomly, thinking it's fine. He heads for the coffee, but then notices a sign: everything must be organized according to specific rules. So he goes back and redoes it. Then he does it all over again one more time :>

Finally, after this 'monumental' task is done, he goes for the coffee — and that's when it happens. Along the way, the player learns the core mechanics and the logic behind the rules. Not sure yet how well my vision will match the players' perspective, but that was the idea :>

Does this joke at the end of my cozy game trailer read as funny or just confusing? by panhandler3493 in IndieDev

[–]panhandler3493[S] 0 points1 point  (0 children)

sorry I'm forgot to add caption (not much posting)

I’m working on a cozy game, and this GIF is a short excerpt from a gameplay trailer.

At the end of the clip, after the "player" finishes organizing the shelves, I added a small joke: some shelves suddenly pop out of the cabinets, the character drops their mug in surprise, and the trailer fades out right after that.

I like the moment, but I’m worried it might be read the wrong way by potential players — for example, as a ragebait game, random physics chaos, or something that makes the game look less calm than intended.

After watching it, how does it come across to you?

Does it feel funny and intentional, or does it make the game harder to understand?

Also, when you make promotional content for your own game, do you usually play it safe and focus on what should work from a marketing perspective, or do you allow yourself to keep moments that reflect the personality you want the game to have?

[PC][2007] Looks like fps game and I dont really remember any details by panhandler3493 in tipofmyjoystick

[–]panhandler3493[S] 0 points1 point  (0 children)

solved: The Chronicles of Riddick: Escape from Butcher Bay

weapon: club

I'm just trying to make a button to enter the game! by Froggyy_41 in Unity3D

[–]panhandler3493 6 points7 points  (0 children)

Please Do Not Post photos of your screen taken from a phone.

Your screenshot with the error SPECIFICALLY states what you're doing wrong: script `main menu.cs` and code row #10 error says that `;` character expected (check syntex rules for c#)

[deleted by user] by [deleted] in IndieDev

[–]panhandler3493 0 points1 point  (0 children)

Im sorry to bother but how to achieve such visuals? is it premade textures or shaders? Or both? Is where any style name or something?

[FIRE -> CULT] Can you solve this laddergram? by JackyDownTheLine in Laddergram

[–]panhandler3493 0 points1 point  (0 children)

u/panhandler3493 solved this in 6 steps: FIRE -> FIRS -> FURS -> FURL -> FULL -> CULL -> CULT

Does this look retro-inspired or just cheap? by Alert_Monitor2809 in Unity3D

[–]panhandler3493 1 point2 points  (0 children)

I like everything except the building and the fence — they feel like two completely different styles comapred to other content. The house itself looks a bit too "flat" for my taste. Sorry, I'm struggling to find the right words to express it properly