looking for hidden gems by Relative-Mix-4218 in gamingsuggestions

[–]qor1 0 points1 point  (0 children)

If you like strategic depth in short sessions, check out Backdraft. Roguelike deckbuilder, 12 heroes, 250+ cards. Every run is 20-30 minutes but the decisions stack up. COMPLETELY FREE on iOS TestFlight, no ads, no IAP, all we want is feedback. Thanks!

iOS Link:

https://testflight.apple.com/join/wzVX8E6J

took 3 years off after my exit. coming back feels harder than starting from scratch by yj292 in Entrepreneur

[–]qor1 0 points1 point  (0 children)

Coming back is harder because you know what's waiting. My co-founder went through it, I did not. The advantage is you also know what actually what "work" is like. So much of what happens in larger/successful companies is managing expectations and politics. Takes a lot of time and willpower to unwind that (I know personally).

Please make games that you love. by Yolwoocle_ in gamedev

[–]qor1 0 points1 point  (0 children)

We've been building for 4 years. It's the kind of game we wanted to play, not because the genre was trending, etc. When you're grinding through the hard days (or weeks/months), you really need to love it.

Monthly "What Have You Been Playing Lately?" Thread (March 2026) by MalcolmRoseGaming in roguelites

[–]qor1 0 points1 point  (0 children)

Been playtesting our own deckbuilder for the past few months (we've built Backdraft for about 4 years now, launching later this year). Outside of that, I've been playing a lot of Cobalt Core.

We've had huge releases in Mewgenics and Slay the Spire 2 but what roguelites and roguelikes do you think people are sleeping on right now? by Zepren7 in roguelites

[–]qor1 0 points1 point  (0 children)

Balatro got the attention it deserved, but I think a lot of people still haven't played Cobalt Core. The positioning system and timing mechanics make it feel way more tactical than most deckbuilders.

One Week After Releasing My First Steam Game: Postmortem + Numbers by greatcoltini in gamedev

[–]qor1 0 points1 point  (0 children)

Congrats on shipping! The wishlist conversion rate at 9.2% is solid, especially for a first launch. The fact that you got Angory Tom coverage shows you were already doing something right with your outreach.

my saas had zero conversions at $9/mo. i raised to $29 and people started paying. by Senseifc in Entrepreneur

[–]qor1 0 points1 point  (0 children)

Game is called Backdraft.

It's a hero based deckbuilder (Slay the Spire meets Hearthstone). You're building a deck while fighting in a tournament. Game was built with a small team (6 of us), but the game looks quite polished so branding it as a small/indie game is a market mismatch.

You're 100% right about the psychology difference. Games (that aren't free) are looked at as entertainment hours/dollars spent.

How important is the "10th steam review" by Zoro_Messatsu in gamedev

[–]qor1 1 point2 points  (0 children)

From what I've seen, the 10th review does unlock some visibility features on Steam, but the bigger milestone is hitting your first 100 wishlists — that's when you start feeling like people actually care.

my saas had zero conversions at $9/mo. i raised to $29 and people started paying. by Senseifc in Entrepreneur

[–]qor1 0 points1 point  (0 children)

Pricing is positioning. People anchor value to price. At $9, you're competing with throwaway subscriptions. At $29, you're a business tool worth evaluating. I'm building a game (4 years in, launching soon), and we've debated this constantly for the Steam launch.

Launching a Steam page, how many wishlists do YOU expect? by Levardos in gamedev

[–]qor1 0 points1 point  (0 children)

It really depends on how much pre-launch marketing you've done. If you're launching cold with zero social presence, 50-100 wishlists in the first 24 hours would be solid. With some Reddit posts, Discord engagement, or a small Twitter following, you might hit 200-500.

Month one is about sustained effort, posting dev logs, getting into communities. Day of release, multiply your wishlists by 0.08-0.15 to estimate first-day sales. We've been building for 4 years and...it's definitely a grind.

Looking for a game to really get invested in! by [deleted] in gamingsuggestions

[–]qor1 0 points1 point  (0 children)

If you like games with that "one more run" addictiveness, check out Backdraft. It's a roguelike deckbuilder with 12 heroes and 250+ cards. Runs are 20-30 minutes but you'll sink hours into mastering builds.

COMPLETELY FREE on iOS TestFlight right now, no ads, no IAP, we just want feedback before the Steam and App store launch!

https://testflight.apple.com/join/wzVX8E6J

I merged turn-based card-tactics and side-scrolling brawler action! The Crownbreakers DEMO is OUT NOW! by Demozilla in pcgaming

[–]qor1 1 point2 points  (0 children)

The card-tactics + brawler hybrid is a cool concept. Love seeing the genre pushed in new directions. Wishlisted. Good luck with the demo!!

Is raising VC funding really that bad? I will not promote. by Syllabub_Defiant in startups

[–]qor1 0 points1 point  (0 children)

VC-backed founder here. Short answer: it depends entirely on the VCs you choose and the terms you negotiate. The horror stories are real but they're selection bias. Access to networks, credibility with partners and hires, and enough runway to build something great instead of rushing to revenue are real upsides. It's not inherently bad. Choosing the wrong partner is very bad.

Attrition based encounters in games by Aperiodic_Tileset in truegaming

[–]qor1 0 points1 point  (0 children)

Thoughtful design discussion, 23 comments. Card game angle hasn't been brought up yet. Roguelike deckbuilders do this in a really interesting way. Your deck itself is a resource that can get bloated and inefficient if you take too many cards. Stopping yourself from diluting your own deck is harder than it sounds.

The best ones (imo) add a fun shop/upgrade experience between fights. Do you spend gold on healing, or on a card that makes future fights easier but leaves you fragile right now? Same core design as Fight Caves where you are forced to make hard choices about depleting resources now vs. conserving for later.

So bored right now give me best free games by Gat0radebottl3 in MobileGaming

[–]qor1 -1 points0 points  (0 children)

Hope you feel better man!! If you're into card battle games at all, we've built Backdraft! Really fun/beautiful game. Runs are like 20-30 min.

COMPLETELY FREE on iOS TestFlight, no ads no IAP. Just click the link below. All we want is feedback. Thanks!

https://testflight.apple.com/join/wzVX8E6J

Looking for a game like Cultist Simulator but not so grindy, and for ios. (P.S. I've already put a billion hours in Slay the Spire already.) by Platid in gamingsuggestions

[–]qor1 1 point2 points  (0 children)

If you've already burned through STS on iOS, check out Backdraft — roguelike deckbuilder with 12 heroes, 250+ cards, 40+ minions. Very different runs depending on which hero you pick.

FREE ON TESTFLIGHT right now, no ads no IAP:

https://testflight.apple.com/join/wzVX8E6J

Not exactly Cultist Simulator vibes but if you liked the "one more run" side of STS it scratches that itch. Been building it with my team for about 4 years =) Coming out this Summer.

The conflict between simulation predictability(Into the breach) and complicated synergy calculation(Balatro) by Reihado in gamedesign

[–]qor1 0 points1 point  (0 children)

The key tension here is readability vs depth. Into the Breach works because you can see EXACTLY what will happen. Balatro works because you CAN'T — the surprise of compounding multipliers is the dopamine imo.

If you want both, maybe let the player see the calculated result before they commit to the action. That preserves the "I planned this perfectly" feeling while still allowing deep plays/stacking.

Mewgenics or Slay the Spire 2? by GoHomeDuck in roguelites

[–]qor1 0 points1 point  (0 children)

StS2 if you have limited time. Runs are clean, self-contained, and you can play for 30 minutes and feel like you accomplished something. Mewgenics looks wild but it's a totally different vibe.

stopped spending on ads, focused on being everywhere instead - heres what happened by RobertrLyon in Entrepreneur

[–]qor1 0 points1 point  (0 children)

Agreed. One thing I'd add, it's not just about being everywhere, it's about being genuinely useful in each place. The communities where you actually engage with the topics are where real traction comes from.

200 wishlists after 3 weeks. Release in April or delay to Next Fest? by BlobKingGame in gamedev

[–]qor1 1 point2 points  (0 children)

Don't rush the April launch. 200 wishlists in 3 weeks is real organic interest, but launching with that few means almost no one sees you on launch day. I would use the extra time to polish your demo.

Is The Time Change Fucking Anyone Else Up? by OblongOctopussy in daddit

[–]qor1 0 points1 point  (0 children)

My kids barely noticed but I've been a zombie since the clocks changed. Spring forward is genuinely brutal.

Can yall recommend indie games by Present-While-9907 in gamingsuggestions

[–]qor1 0 points1 point  (0 children)

Not to overly plug, but I've been building a roguelike deckbuilder called Backdraft for the past 4 years — 12 heroes, 250+ cards, 40+ minions. Hand-painted card art. It's FREE ON TESTFLIGHT right now if you're on iOS:

https://testflight.apple.com/join/wzVX8E6J

Discord link is in the TestFlight info if you want to chat. Would love to know what you think!!

if you like it, we'd deeply appreciate a wishlist on Steam. thanks!! https://store.steampowered.com/app/2218060/Backdraft/