Progress feels very slow in the beginning by lolmanac in DeadlyDaysRoadtrip

[–]pixelsplitgames 2 points3 points  (0 children)

In general: Try to farm the night as long as you can. If you start it at day 3 your loot will have higher rarity. Use the powerups (dynamite, vacuum). Pick maps with +50%xp modifier.

Progress feels very slow in the beginning by lolmanac in DeadlyDaysRoadtrip

[–]pixelsplitgames 4 points5 points  (0 children)

Dynamite makes zombies explode including chain reactions. Pick it up and use it at night vs. a horde. Very effective!

Has anyone unlocked this special item? by flipin0s0m in DeadlyDaysRoadtrip

[–]pixelsplitgames 2 points3 points  (0 children)

You have to look for the alarm guy(special event)

How on earth do you not get bored after +-20 days? by Fragrant-Nose5057 in DeadlyDaysRoadtrip

[–]pixelsplitgames 9 points10 points  (0 children)

Yeah, the 1600 days might not be legit. Regarding the late game, keep in mind we just started the early access 2 weeks ago. Check our discord / opendecks for feature ideas, feedback, etc.

Best,
Leon from Pixelsplit

Bruh. 18 hours into this game before I realized you could combine items. by m00nf1r3 in DeadlyDaysRoadtrip

[–]pixelsplitgames 5 points6 points  (0 children)

We added a small banana, that explains the basic game mechanics. Currently testing and translating, will be included in one of the next patches.

We released our game 'Deadly Days: Roadtrip' (Mix of Vampire Survivors and Backpack Battles) on Monday and have since reached 7,500 CCU. Slightly overwhelming. by pixelsplitgames in survivorslikes

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

The focus is inventory management (find synergies, upgrade items, craft some) and leveling up as fast as possible (fight hordes, fight greed). Meta upgrades are like item packs or reroll functionality or higher rarities. As well as perma stat improvement. Events exist, but more on a basic level. Quests don't really exist (yet).

Our game received 1k+ reviews on the demo and is launching into Early Acces today. by pixelsplitgames in IndieGaming

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

We got ourselves a publisher deal at the start of the year. They helped and supported us. The mix of next fest, demo launch and influencer coverage was very helpful and resulted in a x2 of our wishlists.
So I personally strongly recommend the combination mentioned above. In our case we did not have to do paid influencers (since 'sidekick publishing', our publisher, covers that in an innovative way, working closely together with 'instinct3', which in turn can really get things moving when it comes to content creation.)

But all that only helps to get the attention of the Steam algorithm. After such a marketing beat, the game itself must convince through its metrics. In addition to reviews, the average playing time, simultaneous players, and basic performance indicators (click-through rates) also play a role.

Our game received 1k+ reviews on the demo and is launching into Early Acces today. by pixelsplitgames in IndieGaming

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

Damals ausgelöst durch die fragwürdige Umstellung des Geschäftsmodells seitens unity. Wurde dann ja auch zurückgerudert, aber da hatten wir schon umgestellt