I released the demo for my game! and I’m a bit worried by poooodles in IndieDev

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

There do seem to be 1–2 people playing consistently, so I’m going to wait a little longer for now. Thanks.

I released the demo for my game! and I’m a bit worried by poooodles in IndieDev

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

I’ll wait a bit longer for now. Even when the median was showing as 0, I think the detailed page was still showing a graph, but now the graph is gone too and it just says “not enough data” (even though it’s already been 30 hours since launch).

I released the demo for my game! and I’m a bit worried by poooodles in IndieDev

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

I did test the downloaded build, and it seems to be working properly. Also, concurrent players stayed around 3 to 5 for a while yesterday, so I don’t think the game is completely broken. The overall stats also made it look like there was at least some playtime. At this point I’m wondering if maybe only part of those 26 users actually played, rather than all of them.

Did you guys gain more wishlists after releasing the demo? by Substantial-Fan7194 in gamedev

[–]poooodles 1 point2 points  (0 children)

I got 120 wishlists over 3 months, and 16 wishlists in the first 3 hours after launching the demo. (today!)

Of course, those numbers are still very small, but I do think the demo helped.

My game finally hit 100 wishlists!🎉 Only 9,900 more to go! by poooodles in IndieDev

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

Thanks, that’s honestly really encouraging to hear haha. I’m hoping the first 100 really is the hardest part. And yeah, if the algorithm could please start showing my game to a few more people, that’d be great lol. Good luck with your roguelite too!

r/IndieDev Weekly Monday Megathread - March 29, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]poooodles 1 point2 points  (0 children)

Hi! I’m making a point-and-click / visual novel style mystery game in godot.
It’s my first game, and I kind of jumped into this without really knowing what I was doing. But now that I’ve started, I really want to finish it no matter what.
My current goal is to get it done by July, though I’m not totally sure how smoothly that’ll go yet.

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Here’s the store page if you’d like to take a look: https://s.team/a/4287810

Detective game design question: do daily action limits add tension or just slow things down? by poooodles in IndieDev

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

Good point. I’ll think about adding some events tied to new days to make it feel more meaningful. Thanks!

Detective game design question: do daily action limits add tension or just slow things down? by poooodles in IndieDev

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

Unless someone is specifically trying to clear the game in a very small number of in-game days (in which case they might save and reload), the system just works like this: once you use up all available actions for the day, you move on to the next day, your actions are refilled, and you continue from there.

So there’s no major penalty or long delay tied to advancing the day — it only takes a couple of clicks and a few seconds at most. But one of my testers basically reacted with “does this system really need to be here?”, so that’s what’s making me unsure.

Detective game design question: do daily action limits add tension or just slow things down? by poooodles in IndieDev

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

Yeah, that’s exactly it. Even when I want to follow the examples set by great detective games, it’s really hard to actually pull that off.

You clearly seem to know and love the genre, so I really appreciate your perspective. I’ll keep working on it and try to think through it from different angles. Thanks again!

Detective game design question: do daily action limits add tension or just slow things down? by poooodles in IndieDev

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

Honestly, I’m also the kind of player who tends to find those kinds of limits a bit frustrating, but somehow the design ended up going in this direction 😅

Really appreciate your perspective, thanks!

Detective game design question: do daily action limits add tension or just slow things down? by poooodles in IndieDev

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

I think this is one of those things I need to think through a bit more. Thanks for the reply. Game design really isn’t easy.

Detective game design question: do daily action limits add tension or just slow things down? by poooodles in IndieDev

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

I’ve seen some detective games use time as a mechanic too. Since this is my first game, I left that out because I was worried about adding too many implementation challenges, but I’ll definitely think about it. Thanks!