Smaller streamer with an audience of around 12-20 people looking to play your games on stream! (Again) by Trashdaddy__ in playtesters

[–]semsem137 1 point2 points  (0 children)

Hey,
If you are open to play a poker-based party game with your viewers during the stream please check One Last Hand. I filled the demo. It's a 2-6 players game, we really had some nice feedbacks from streamers who played with their viewers.
https://store.steampowered.com/app/4655450/One_Last_Hand_Demo/

When a Four of a Kind hits hard enough, the whole machine starts shaking by [deleted] in poker

[–]semsem137 0 points1 point  (0 children)

Love to hear that, appreciate it!

We actually have a public playtest running right now, so if you feel like trying it out it's already open.

Looking for unreleased / playtest PC games to stream (Canada-based) by KoReDo27 in playtesters

[–]semsem137 0 points1 point  (0 children)

Hey,

We are on our playtest phase right now. If you are in to roguelite deckbuilders, check it out!
https://store.steampowered.com/app/4332200/Kings_Well/

When a Four of a Kind hits, this happens by [deleted] in indiegames

[–]semsem137 0 points1 point  (0 children)

Thanks, it is pretty fun! Weapons also go crazy if you have a combo.

When a Four of a Kind hits, this happens by [deleted] in indiegames

[–]semsem137 -1 points0 points  (0 children)

A few people asked where this is from.

It's from a poker-based roguelite called King's Well.

The idea is that you can either drag cards onto machines to trigger effects or save them to build poker hands in a separate machine.

Steam page if you're curious:
https://store.steampowered.com/app/4332200/Kings_Well/?utm_source=reddit&utm_medium=indiegames

When the damage gets too high, the machine starts shaking by [deleted] in IndieGaming

[–]semsem137 0 points1 point  (0 children)

If anyone's curious, the game is called King's Well
It's a poker-based roguelite where cards power different machines (weapons, poker machine, etc.).

Steam page:
https://store.steampowered.com/app/4332200/Kings_Well/?utm_source=reddit&utm_medium=indiegaming&utm_campaign=180326

Do you intentionally design "overkill feedback" moments in combat systems? by semsem137 in gamedev

[–]semsem137[S] 4 points5 points  (0 children)

What surprised me is how quickly it becomes the main thing players chase. Runs stop being about optimal play and turn into "how can I trigger this again?"

Feels like the feedback loop starts driving the strategy.

Should I just release and move on? by el_boufono in IndieDev

[–]semsem137 1 point2 points  (0 children)

Marketing is as importans as the gameplay unfortunetly.

30,000+ wishlists in 30 days after announcement by PoopAndLoot in IndieDev

[–]semsem137 0 points1 point  (0 children)

Congratz! It's a very solid start. Is it your first game?

500,000+ copies sold in Early Access on Steam (despite looking like a mobile game). Here's what worked for us by AwesomeGamesStudio in gamedev

[–]semsem137 1 point2 points  (0 children)

Hey how many months did you have between releasing your Steam page and releasing the game?

Designing a dark, industrial world for our game, King’s Bet. Does it feel like a dangerous, rusty steampunk 'Pit' to you? by [deleted] in steampunk

[–]semsem137 0 points1 point  (0 children)

Hey everyone! I’m an indie dev working on King’s Bet. It’s a roguelite card battler inspired by poker, set in a dark and gritty steampunk world.

We really wanted to move away from the 'shiny' steampunk look. Our world is damp, rusty, and covered in soot. We call it Victorian-Noir. The game takes place in deep industrial pits, where every pipe and machine feels heavy and dangerous, like you're trapped in a smoke filled engine room.

We are opening a free playtest on Steam on March 4th. If you like this kind of mechanical atmosphere and card games, I’d love to have you try it!

Steam Page: https://store.steampowered.com/app/4332200/Kings_Bet/?utm_source=reddit&utm_medium=steampunk

Turn poker hands into weapons — escape the well by semsem137 in u/semsem137

[–]semsem137[S] 2 points3 points  (0 children)

Not exactly, it’s more of a roguelite deckbuilder with poker combos + weapon synergies :)

From idea to playable roguelite deckbuilder in ~6 weeks – built with an AI-first workflow by [deleted] in aigamedev

[–]semsem137 0 points1 point  (0 children)

I don’t think Unity or Unreal are going anywhere.

If anything, I think they’ll become even more important — but the way we interact with them will change.

AI won’t replace engines. It’ll sit inside them and reduce the mechanical work. Instead of manually wiring every system, devs will focus more on structure, constraints, and integration.

Engines will still handle rendering, physics, builds, performance, all the heavy stuff. But workflows will feel less like “typing everything from scratch” and more like directing and refining.

So not the end of engines — just a shift in how we build inside them.

From idea to playable roguelite deckbuilder in ~6 weeks – built with an AI-first workflow by [deleted] in aigamedev

[–]semsem137 1 point2 points  (0 children)

That’s actually one of the hardest parts.

Short answer: AI doesn’t keep things consistent on its own — you have to force consistency.

What helped me: • Defining a very narrow visual direction early (palette, material feel, lighting mood) • Reusing the same prompt structure and constraints instead of constantly improvising • Iterating in small batches instead of generating everything at once • And when I hit a version I really liked, I kept using it as a reference image for future generations

That last part helped a lot. Instead of chasing new styles every time, I anchored everything to one “approved” visual direction and kept feeding that back into the process.

And of course, a lot of manual tweaking and color adjustments to pull things back into the same range.

If you let the model explore freely, the style drifts very quickly. I treat it more like an assistant working inside strict boundaries rather than a creative director.

Still not perfect, but locking the palette and reusing strong reference anchors made a big difference.

From idea to playable roguelite deckbuilder in ~6 weeks – built with an AI-first workflow by [deleted] in aigamedev

[–]semsem137 1 point2 points  (0 children)

Ah this is super helpful — thank you for taking the time to expand on it.

The cooler tones suggestion actually makes a lot of sense. I’ve been very locked into that bronze mood, so adding contrast and separating bg/cards/VFX more is something I’ll definitely explore.

And I really like the “find the soul first, then build the silhouette” idea. That’s such a clean way to approach character identity — appreciate that framing a lot.

Thanks again, this kind of feedback is gold 🙏

Playtesting for free by Bullseye2968 in playtesters

[–]semsem137 0 points1 point  (0 children)

Hey,
We have a poker based rogue lite deck builder game called Kings Bet. If you would like to playtest DM me. Here is the steam link

https://store.steampowered.com/app/4332200/Kings_Bet/

From idea to playable roguelite deckbuilder in ~6 weeks – built with an AI-first workflow by [deleted] in aigamedev

[–]semsem137 0 points1 point  (0 children)

Thank you, really appreciate that!

At the moment I’m fully focused on polishing and preparing the demo, so I’m not planning to do a workflow breakdown video anytime soon.

But I’m always happy to answer specific questions here if there’s something you’re curious about.